I have only played one RPG that has had something close to what you are calling "Novel" fighting... and that is Feng Shui.
The edition that I played in that game had the barest minimum in combat mechanics. Instead, because the game was meant to be an adaptation of action movies, our combats were to narrate like 10 seconds of "action movie action" and then finish it up with like a single roll for a movement or an attack. So we would go through the whole thing of narrating some Jackie Chan-esque sequence of slamming one guy in the knees with a vaccum cleaner, then pulling the cleaner away from the wall so the next bad guy coming in trips over the cord still plugged into the wall, then throwing the cleaner through the picture window to create an opening that allows us to dive out through the now-broken window and crashing into the roof of the car below... and after describing all that we make like a single roll for whether we got hurt from the fall onto the car. The assumption of course being there's no concern about whether or not you "hit" one of the bad guys with an attack and did "damage"... it's an action movie-- of course we hit and knocked the dude out of the fight with one blow. That's the entire point.
But this was explicitly an RPG whose "game" part was different than D&D's "game" part. It was all narrative and making up cool stuff to do and get hurt by, rather than rolling piles of dice to knock counting numbers down to zero.
I have no idea if the newer editions have changed anything in that game (or indeed if we were playing our version actually per the rules (rather than the GM just running the game the way he wanted in order to exemplify the action movie aspect), but Feng Shui was the closest game I've ever played for that type of narrative result.