payn
Glory to Marik
In another thread, I mentioned how adventures can be a real good place to expand on D&D's murderhobo default. In the PF1 era (I havent been following PF2 APs) it wasnt just a series of campaign modules. It was a series of themed campaign modules complete with subsystem mechanics. So, for example, if folks do want "extensive social combat mechanics for intrigue" they can choose the adventure path that focuses on it. Others leaned into action sequences like chase scenes, or expanded on traps with haunts, etc.. If you dont like the flavor of the current variety, just hang on for a few months and there might be something that does appeal to you.So I totally agree that you don't need much rules support for doing a lot of interesting things in RPGs, and personally I feel that for a lot of things rules light approach is better. I don't actually want complicated personality mechanics for character drama nor extensive social combat mechanics for intrigue. So in that regard D&D's "skill + d20 to beat the DC" seems pretty sufficient amount of rules for handling lot of things.
That being said, what D&D definitely has a lot of detailed rules for is combat, so if your game is not going to feature that rather prominently using D&D seems like a waste. Generally I feel that D&D is best for running some sort of fantasy action adventure, that by no means needs to be all about combat, but it should still contain good amount of it.
Of course, WotC doesn't cater to this in variety or frequency. I do believe it would have been a good way to deliver modularity, but with 5E's wild success all the need unfortunately evaporated. Which is why you have disgruntled players and GMs asking for more. I think WotC is leaving a lot on the table in this regard. Something im sure Paizo is happy they dont figure out.