4e and Mutants & Masterminds.
These two games are, overall, more crunchy than I prefer these days, but hold a special place in my tiny voidborn heart.
4e is the only version of D&D I would choose to run a long-term campaign. After running a multi-year 4e game going from levels 2-19, I decided 5e was definitely not for me after looking it over. 4e clearly has more crunch for combat than most other things, overall, but I'm fine with that. It didn't really change how I run D&D, overall, when it comes to the mix of combat and other things.
Recently, I have become enamored with Cortex, so it is possible I might use that for any upcoming super-powered roleplaying I do in the near future. But, M&M would still be a consideration. I have never run a long-term M&M game, but my M&M 2e limited series was incredible, and my players loved it. I do have to admit that they played with templates that I created, on top of basic characters of their own. That helps a lot with balance.
Honestly, I think I like about these games, despite their crunch, is that a lot of crunch seems to be in the prep work or character creation. Both have crunch in play, but crunch I find flows nicely.