Many of mine have already been said so rather then repeat I'll move on to the next tier:
Marvel Heroic Roleplay (and presumably other Cortex games) of using your narrative to build your dice pool from separate sets of possibilities, and being able to target/take damage besides just physical.
Another MHR that XP unlocks cool things, not makes you more powerful in your main abilities. You are a competent hero to start. This breaks the mold of advancement of many games.
Blades in the Dark having recovery based on following your vices during downtime. (I guess MHR does this to a limited degree with recovery during transition scenes, but I like the vice-specific focus.)
Don't Rest Your Head dice pools made of different color dice depending on where you are adding it from, and the source of the highest die is very important.
13th Age ... whew, so many good 13th Age points have already been posted, I just want to mention weapon & armor by class and type and skin it how you want. So you there are no sub-optimal weapons/armor and you can describe what fits your concept. For example, all 1H martial weapons do the same damage for a particular character.
Effect first, then skin. Champions (now Hero) was the origin of this for me, with building super powers based on what they do and then adding special effects onto it. It has a whole bunch of classic types of powers stripped of special effects, such as Energy Blast instead of Laser Beams, Fire Burst, Ice Needles, Rockets, etc. You have advantages and disadvantages you can add on. That's it for the math. Skinning it is next. So you can cover a huge amount of super powers (or magic, or advance tech, or ...) with a base selection.
Recovery based on roleplay. I think I first saw this back in the early 90s with World of Darkness. Everyone had a exterior face and private face picked from a list, and you recovered based on RP that matched either of them. This concept doesn't have to be just recovery, Fate compels are a similar concept and that's to get plot currency.