Something that I feel DCC offers that is missing from contemporary D&D is the "adventure for it" mindset that informs a lot of the design. It's tough to describe things like feel or tone, but it's there.
In D&D, if I wanted my wizard to be smarter or gain spells; the way to do that would most often be by gaining feats, levels, or magic items. In DCC, I am encouraged to "adventure for it." Seek out a lost scroll or artifact or maybe training from an old wizard (or any number of other things) from engaging with the game world and working with the DM to figure out how to achieve what I want to achieve.
I would also say that DCC offers a lot of risk-vs-reward choices. I can spellburn (burn attribute points) to increase my chances of success. As the player I can choose or not choose to sacrifice during a big moment -much like a movie or book character would try to push beyond their normal limits during an especially dramatic moment.
There is certainly a lot of gonzo fantasy available for DCC, but that tone can be altered through choice of adventures and 3rd Party Products. DCC leaves enough blank (or minimalist) areas of the rules that you can skewed the system toward certain things without breaking the underlying idea of the game.
Even with just the current Whiterock campaign, you can see a variety of different approaches among the 14 different Backerkit projects.
To me, playing DCC feels like a lot of the 80s-90s fantasy movies (i.e. Beastmaster, Dragonslayer, etc) and novels that I grew up with. I mixed in a few bits and pieces from other things that I liked (such as some of how deities and spirits function in
Kingdoms of Africa -and from
Divinities & Cults; sword & sorcery vibes from zines; and the occasional weird thing from MCC). I'm still fine tuning things for my group.
Kingdoms of Africa – Print + PDF - Goodman Games Store
https://share.google/dOOX10A83EraBy7sq
Divinities and Cults (DCC RPG) - OSRDAN Games | DriveThruRPG
https://share.google/Z6EWt1XjOFAQvAdVL
Edit: some of the links weren't working