D&D combat is fine, I don't have an issue with it either. It is, however, NOT the ideal way to handle all sorts of genre. For one thing, the way levels and hit points work high level people are pretty much able to ignore attacks. There's no defined way in 5e to assassinate a 10th level PC, the character is NOT going to be killed, even by the nastiest of surprise attacks.
Which IMO is one of the flaws in 5e design, but that's a whole other discussion.
At best it would have to include magic, poison, probably both before death was even on the table. This is actually fine for a power progression game like D&D, but it precludes a lot of interesting options for sure! PbtA games which feature combat (some don't) are much less likely to be portraying neigh invincible super-heroic PCs. Even a level 10 Dungeon World PC has maybe 3-4 points of armor and 25 hit points, where monsters that he's likely facing can easily do more than 10 points of damage in a single move, and if the fiction reads like "you couldn't possibly survive this" then you don't... (well, you get Death's Door, have fun!). Its much more a game of action/adventure where combat is definitely going to happen, but it isn't the overwhelming focus.
Actually, that shift in focus from combat to something else (drama?) is perhaps the biggest underlying difference between the two types of game, even though each can still somewhat be used for the other.
Like in our Stonetop game, there was a violent confrontation in the first session, and now in the 2nd session a pretty big battle, but these aren't the FOCUS of the game, they are simply situations that can come up sometimes.
This could be a matter of perception as well. If combat is quick to resolve in your game then it might not seem like there's a focus on it, where due to the greater granularity and more in-depth rules the same series of events and battles in a D&D game would take longer to resolve, thus making it look and feel like there's a greater focus on combat where in fact you're doing the same things as the other game.
That's not very clear, so let me bang out a quick example of what I'm thinking about here.
Two games - one D&D and one, let's say, Stonetop - end up playing out the same series of events (1) which in hindsight went like this:
--- introduction - the five PCs get to know each other a bit
--- initial investigations in the starting town, a couple of characters have important questions (2) they need answered
--- those answers lead to those characters (and the rest of the party, they're keen) needing to travel to Karnos, another town some days away
--- en route to Karnos the party are beset by bandits, a fairly easy combat (and a useful learning tool if any players are new to the system)
--- once in Karnos, a character needs to find a shady contact; this leads to some exploration and discovery of first the town and then of that character as he learns some unpleasant things he has to try and square with
--- this new info (3) points that character to an island just offshore where might lie some resolution to his plight; the place has a well-earned and well-known bad reputation but the PCs decide to go there anyway
--- on arriving at the island the PCs learn the hard way it's a base for pirates who really don't appreciate visitors; the PCs get spotted quicky, and a big long sprawling battle follows.
In D&D, that last combat could easily take as much or more table time as all the rest of this put together, and the bandit battle would take time as well; thus about 3/4 of the total time of play ends up spent on combat. Thus, even though the games ended up generating exactly the same amount of story with exactly the same number of combats against the same opponents, D&D looks more combat-focused just because of the time it takes to play through a battle.
Then add to that the currently-prevailing mindset among D&D players that combat is the go-to solution for any situation, and yeah - it can quickly become all combat, all the time.
(1) - let's not quibble about who authored these events or how; that's not the point, as they could happen in pretty much any system
(2) - related to their goals, bonds, interests, etc.
(3) - whatever this info is, it naturally follows on from (2) and is related to such