Pillars of Eternity, which IIRC the developers said was somewhat inspired by 4e D&D, has basically massaged the traditional ability scores into being useful for all classes.
The scores are "Might, dexterity, constitution, intellect, perception and resolve", which are slightly different from the D&D scores but map pretty well. Might affects all damage, physical and magical. Dexterity affects how frequently you can act (easier to do in a video game) and how quickly your abilities recharge, constitution is obviously health, intellect increases the area of your AOEs and the duration of your DoTs (barbarians, for instance, want high intellect so they can cleave big cones and shout in large areas, whereas a rogue wants high intellect so their poisons last longer), resolve is "mental health" or the magical equivalent to constitution, and perception affects your to-hit for all abilities. For social interactions, "might" often takes the place of intimidation in a general "forceful personality" sense, perception does what insight does in 5e and intellect is just as often used for persuasion as charisma (which is something I resent about D&D, as there's no mechanical way to make a rhetorical, logical argument).
All characters are encouraged to be somewhat MAD, but with these rules you can have a totally optimized smart barbarians, sagacious bards and foolish monks. I know Josh Sawyer, one of the principle creators of the game system and setting, has been partially adapting the rules for tabletop and a few years ago he released some alpha rules, but I haven't poured over them extensively.