To me, the attraction is that it's really simple. The rulebook is only 112 pages, and I don't feel like I need tons more.
Exactly. Almost everything you’d need or want for a game is there. Skill based is great like that.
Boons and banes covers what other systems would need dozens of pages to cover.
All the meaty travel and exploration is there, done simply and well. Non-combat skills actually matter. Like hit points? You’ll want a decent Bushcraft.
Not being able to sleep in the dungeon is hard coded in. Risking being followed when you leave the dungeon is part of the game. Giving the NPCs and monsters a chance to move around, get setup, or flee.
There’s one or two things I’d do different, but I absolutely love the system. Hits every note almost exactly where I like it.
I’d prefer a resistance table for opposed rolls, like older Call of Cthulhu and BRP games. Failing that a blackjack style opposed roll system.
The only thing I think is properly missing from a perfect-in-one game is even loose monster creation guidelines and something like a clocks system for more involved tasks. Though you could probably do that with a single roll and boons/banes for help and circumstances. It just takes a stretch or a shift.
Sorry to gush. But it’s like someone took my favorite parts of some of my favorites games and made a single seamless game from the parts.
ETA: If you're going to dive in on Dragonbane, spend the extra $10 and get the boxed set. The sandbox module is fantastic. The solo stuff is great for quick referee prep. And the cards are incredibly useful.