From what I'm seeing, we have at least three axes proposed for differentiating the goal/purpose and expression of combat in a D&D-like system. They are, if I haven't missed anything:
Player Methods: Tactics vs Strategy (blow-by-blow action or vs campaign logistics)
Player Attitude: Heroic vs Pragmatic (meritoriousness and discipline vs ruthlessness and guile)
Gameplay Function: Narrative vs Challenge (genre enforcement or theme examination vs entertaining mechanics or puzzle-solving)
None of these is a true axis, in the sense that it is possible to make some efforts in both directions for all three. But most D&D-like games will have a metaphorical "center" which does fall somewhere along this spectrum.