Virtually every single game I've ever ran.
For example, I've been running Star Wars D6 for about three years now and the rules are surprisingly Nar focused for a game of its era.
Travel takes as long as would be cinematically convenient. The length of time spent on successful repairs are determined by what is cinematically convenient. There are no serious attempts at modelling what happens when you get a hyperspace jump wrong because you treat it just like dusting crops. The assumption of the rules is that the storyteller has written out some sort of narrative script, the players read part of that script, then they play a scene in that narrative script, and that leads to the next scene. The intention is to create the experience of being a rebel on military mission that feels like a movie, with tightly focused objective and a progression through A->B->C.
This breaks down significantly I think the more into an open world you get with more diverse campaign ideas, despite the fact that all the source material WEG was releasing promised to support more open world with more diverse campaign styles than the default rebel alliance military volunteer/operative that the core rules support.
And that's not even getting into the fact that there was no real editorial control over categories of in world objects like equipment, vehicles, races, spaceships, monsters, etc. So you have an almost unusable hodge podge of different ways to handle things - something like three separate rule systems for how to handle powered armor as documented in the description of individual pieces of equipment by different authors. Cybernetics are even worse. But even for common items and ships, prices, power levels, and balance is all over the place.