This is not "simulationism" as per the OP, then, which is "presenting rules ina way that sort of look like how things actually work, if you squint." Captain America doesn't flip cars all day as a hobby; only at moments of drama or crisis.I'm referring to well known issue with (I'm already sorry that I mentioned this) "disassociated mechanics." Especially with martial powers it often was rather unclear how their usage limits related to the reality being modelled. So instead of say, Captain America having "Flip a Car" power they can use once per scene, I would just prefer the Captain America to have physical stats that allows them to flip cars.
The issue is not just about game balance. Or even genre.And, sure, it makes sense that you have Captain America just be strong enough to flip cars. But, therein lies the rub. In D&D, Captain America can't flip cars. Not without magic anyway. And, once you start going down that road, game balance gets really, really hard. Because, now, if we let Captain America be that strong all the time, without the balance of having a writer that's going to control what he does with it, now, we have players who simply pull Batroc's arm off and beat him with it.
Because if you actually go the full sim model of Captain America, and then hand it to the player and tell that player he can do whatever he wants with it, well, guess what? Captain America is now going to look absolutely nothing like Captain America. Simply because players are 1000 times more pragmatic than any superhero will be. Those guys that jump Cap in the elevator in Winter Soldier aren't just beaten up a bit, they're dead. Cap's chucking their corpses out the window from the 15th storey.
So, which is a better way to model Captain America? Give him a power that lets him "Toss a car" once per combat, or grant him the power to toss a car whenever he wants and now he's pulling every bad guy's head off?
In a lot of fiction, trying hard matters. People aren't always performing at their limit, but in moments of crisis they give it their all, and achieve results that are above their every-day performance. We see this in superhero fiction all the time. But also in Star Wars (eg Vader throwing over the Emperor at the end of RotJ; Luke calling his lightsabre to himself in the ice cave on Hoth, etc); in LotR (eg Sam vs Shelob; Pippin vs the Troll; Boromir defending Merry and Pippin to redeem himself for his attempt to take the ring; etc); in Earthsea (eg Tenar cursing Kossil; Ged sealing the breach between the Dry Lands and the mortal world); etc.
4e D&D is the only version of the game to have a systematic mechanical framework to permit trying hard to matter.
Are they? 4e has a lot of elements that push towards specialisation in build - eg feats that boost particular sorts of manoeuvres, secondary stats that boost particular sorts of effects, etc.And the issue with how 4e did this and your (reasonable) explanation is that all the powers were independent of each other.
Mechanically, one power is separate from another in its recovery rules. But in the fiction, I think there is likely to be a good deal of cohesion for most characters.
The design reason for doing this in 4e seems identical to the reason that a 5e fighter's Action Surge and Second Wind and Indomitable are separate, and all are in turn separate from a Battle Master's manoeuvres. It reduces spamming, which makes the game more interesting, and it makes the game mechanically easier to balance, which also ends up making the game more interesting.Like if you have a character with powers:
1) Hit one foe really hard
2) Hit one foe, then run to another foe and hit them too.
3) Toss a foe at another foe
4) Hit all nearby foes
If these all are independent it is weird. If I am too tired to to do #1 (because I already did it once) why am I not too tired to do #3? I would much prefer a model where you have four power uses (between rests or whatever) and you can use them on these powers any way you want.
This is where we get a shift towards cooperative storytelling that I'm personally not such a big fan of. I would rather that the game system itself set the relevant limits, so that the players can then just lean into the play of their PCs.I'd rather deal with the balance issues and talk to my players about what kind of game we want to play.