Ruin Explorer
Legend
My answer comes on two levels.
Level one: Not, it isn't. FATE does not give me a tactical combat minigame in which there's fine details, and minis can play a big part of resolution. At all. It is not there in the rules. These rules do not to tactical combat even poorly.
Level two: I say that is a quibble like retreating to the word "technically". As in, "Technically, the rules can do that." Which is always followed by, "But...."
Technically, I can drive a screw into wood using a hammer. Is this something anyone would want to do? Is this a selling point for hammers? No.
RPG rules are, in the end, a tool. And for any tool, practical use matters. If your tool performs a particular job badly enough in practical use, it is equivalent to not doing it at all.
Moreover, with RPGs, there is a point where the rules accomplish a job by pushing the job to the GM - FATE has *loads* of GM adjudication involved, for example. D&D has its Rule Zero. In such cases, it is not really true that the rules accomplish the job.
I'd agree strongly with all of this, but I think your final comparison is rather off. DM adjudication which has a very clear pattern, is planned for and has boundaries and so on, as in the case of FATE, isn't, imo, of course, really the same "act" at all as "Oh crap, rules failed, just make something up!" or "Just override the rules when you don't like 'em!". As a DM I feel very different when I have clear guidelines and suggested limits to my adjudication, even if I'm adjudicating frequently, to when I'm being chucked hot potatoes with no real guidelines.