Do you have a RPG in mind that exemplifies both?Why can't you do both? Why can't you have features with strong flavour that is evocatively described so that it gets your imagination going and helps to contextualise the feature in the fiction and rules that actually let you effectively play the thing in the game?
I think there is a tension in design here, myself. "Flavour", or narrative-driven imagining, is liable to be disrupted by too much prominence of fiction that disrupts it, and so is best supported by a strong degree of curation - typically GM curation - that can help mitigate any such disruptions and keep what happens at the table at least broadly in line with what the description has evoked.
The GM-side of this - to continue my undead example - is to encourage "good roleplaying" by players who have had the GM describe a scary undead to them.
Conversely, the 4e-style approach, in which it is the actual play and resolution of things at the table that generates the imagined stuff, relies upon robust mechanics with non-curated outcomes to do its thing.
This is why I don't think it is easy to do both. I mean, maybe you'll get both from time-to-time, but I don't think it's easy to design to achieve both as consistent aspects of play.