I don't play any RPGs that focus on creating a particular narrative. (I would like to play My Life With Master, but have not yet had the chance to do so.)The games you favor focus on creating a particular narrative or emulating genre far more than they care for simulation in a physical sense.
I'm not really sure what "simulation in a physical sense" means in your usage. The last time I remember my group using a scientific paper to inform our action resolution was playing Traveller, when we needed to work out how long it would take the blasts of a triple beam laser turret to melt through 4 km of ice. Admittedly, a session or two later, one of the engineers in our group complained that a particular sci-fi electric field barrier in a doorway made no sense. And the whole game is premised on the (impossible) fact of FTL travel.
As I think I already mentioned upthread, in Wuthering Heights when we wanted to know how far it was from Soho to the Thames we Googled up a map of London. In Prince Valiant we have used maps of Europe and West Asia c 800 CE to get a general sense of where the PCs are as they travel.
Burning Wheel, Torchbearer 2e and Prince Valiant - three of my favourite RPGs - all use "objective" difficulties for checks, in the sense that the difficulty is built up out of a consideration of the various elements of the fiction that "oppose" the acting character. (Eg when cooking, these might be the quality of the ingredients and the number of persons to be fed; when climbing these would include the smoothness of the surface being climbed, its incline, its height, etc; when riding down a foe on horseback these would include the relative speed and stamina of the two horses; etc, etc.)
The play procedures I've described in my previous three paragraphs - using a scientific paper to answer a question in play; using maps of the real world to coordinate the events in the fiction; establishing "objective" difficulties by reference to established elements of the fiction - are all things that might be described as "simulation in a physical sense".
I've mentioned some of the games that I favour. It's not hard to find actual play reports, by me, on these boards, of the play of these games.Unless I've been utterly wrong about your preferences.
Wuthering Heights does require that each character have something which flutters in the breeze (a scarf, a kilt, whatever). I guess this is a type of (parodic) genre emulation. On the other hand, there is nothing in Burning Wheel that involves genre emulation that is any different from any version of D&D; and its approach to PC generation produces character far more "grounded" in a detailed sense of ordinary life than any process of creating D&D characters that I'm aware of. A knight in Prince Valiant does not emulate a genre any more than does a paladin or ranger or cavalier in AD&D, and possibly less (one of the knights in our game started as a squire, is a handy pick-pocket, and is not a particularly puissant fighter or battle captain). Classic Traveller doesn't emulate genre any more than any other typical sci-fi game that I'm aware of.
So I don't think your description of the RPGs that I favour is really very accurate.