I tend not to see GNS as being typologies about systems, but, rather, about what motivates people to roleplay and what people want out of their roleplaying experiences. These categories are not entirely exclusive. According to Edwards, these categories do overlap in some key gameplay places, but these categories likewise conflict in some key gameplay places too.
If you're going to look outside tabletop and into video games as well, as suggested by your mentioning it later, a much better and more coherent approach is MDA.
Mechanics Dynamics Aesthetics (MDA): The MDA It is considered to be the bridge between the game development and the game design.
gamedevelopertips.com
I don't understand why this basic idea is so controversial with TTRPGs when this is something that video game designers talk about all the time with little to no fuss.
Well, because not everyone agrees with GNS as presented, so there are inevitable arguments. Almost literally no two proponents of GNS seem to be able to agree on exactly what GNS means or is about, showing it's either an incoherent theory or the proponents of it don't understand it nearly as well as they seem to think.
Further, one big difference is that video game designers talk to
each other about this stuff. They don't tend to talk about it with the players. Because, importantly, the players tend not to care. They just want a good game that's fun to play. They tend to know what they enjoy after a fairly short time and gravitate to games that provide it.
Also there are actual academics researching video game theory. Tabletop RPGs are not as lucky. There's what...two. Jon Peterson and someone else...neither of whom post here nor are named Ron Edwards. Also of note is this particular tabletop RPG space is not a designer's forum, it's a general forum. So it's not a closed space of game designers talking amongst themselves. There are subsections for that and other, dedicated forums.
You have to be careful about how you design your faction-conflcit MMO if you want the Hardcore PvP Lowbie Griefers and the PVE Exploration Casuals to co-exist because the former tends to alienate the latter. These are players with different agendas.
Note how in MMOs specifically it's almost never a question of which playstyle to cater to
exclusively, rather it's a question of how to best service both without alienating the other. Which is basically the opposite of how it's handled by most proponents of GNS theory.