So, drilling into some of the differences in GURPS versus other game systems, one of the things which sets it apart is the available detail* in the combat system. If you are someone who like ‘fighting characters’ and wants them to be mechanically engaging then GURPS is a great system. The available granularity* in the mechanics means that fighters following different strategies will be noticeably different in play, too.
Straight out of the gate, GURPS combat has 13 different manoeuvres a character can pick from, and while this sounds a lot they are pretty straightforward and sensible once you have a a combat or two under your belt. These manoeuvres govern how far you can move, if you can attack (which could include attacking with a chosen advantage like doing more damage), and what defences you can employ (if any). You can do called shots to body locations if you want, and there are specific rules for what happens if you hit a hand, arm, leg, foot, head, or other body parts (or you can roll randomly, or just put all hits into the body). And there are rules for feints, multi-attacks, and more. All these things are available to every combatant. There are meaningfully different types of damage (cutting, impaling, crushing and more) which then interact with both body locations and armour types.
That’s a lot of available granularity if you want to use it. And I asterixed above because the detail is pretty much all optional. If you want a game where there are a smaller number of more detailed fights (like duels and so on) then GURPS is an excellent system to support that kind of game. With all the detail turned on, big combat scenes can take a fair bit of time, but there are option rules for ‘Cannon Fodder’ which makes designated enemies easier to hit in combat and easier to take out with damage. GURPS has a huge selection of dials and levers to allow you to fine tune a game to your preference.