Good. It’s a useless distinction used primarily for gatekeeping, I think it ought to be dissolved.
Gatekeeping of what? That people want to discuss the difference between the two types of gaming, and potentially might find more interest on one side of the continuum or the other? This constant throwing around of "gatekeeping" as a way to block discussion about things that people might disagree on is particularly annoying. One might argue that by dissolving the distinction, you are in effect gatekeeping.
Back OT, I've gone back and forth on 'realism' versus 'gamism', even though I know both overlap. I've tried a number of different systems, and the more "realistic" ones, have bounced off my aging brain: Stormbringer, WHFB RPG, Pendragon and Paladin, etc. I love the concept of the systems, but can't quite figure out how to actually run the game.
In the DnD sphere, I've looked at ASoIaF d20, which had nice rules for aging, feats for gaining to hit and damage (lots of feats), little magic; and Basic DnD, 2e, Wolves of God, Beyond the Wall, and none of them are 'simulationist', but more or less provide the kinds of boundaries, approach, whatever that I might be looking for in a game: for ex, I tried a 5e Dark Ages Britain style game which failed spectacularly. I'm playing in a Wolves of God game, that is built to do just that, and having a blast. It was easier to get into the style of the game without being a contortionist and fighting the 'system', so to speak. Contrast to when we played Stormbringer, and when two half competent swordsmen went at it, the fights took hours - attack, parry, attack, dodge, attack, parry, and so on.
Finding that line between simulation and fantastical/heroic can be tough. The biggest element is having the right set of players who also buy in fully to the idea and the approach, and are willing to really wrap their arms around a simulationist approach. But I realize that is only a niche within our niche of RPGs.