I find it’s better for it than games that try to go into philosophy, exactly because it doesn’t try to make it part of the actual game.
But I also hate actually playing so-called “narrative” games because narrative mechanics are nearly always utter useless garbage IME, that actively detract from ya focusing on narrative. So...I might be an outlier.
The Chronicles of Darkness does philosophy and ideas very well, but still has mechanics that use dice like D&D, although CoD only uses the D10. CoD is made up of a bunch of game lines which have their own themes and ideas, but they all exist in the same world/cosmology.
Like Mage: the Awakening draws heavily from Neoplatonism, Hermetism, and Gnostism, among others, whereas Changeling: The Lost draws more from Fairy Tales and mythology, but with abuse as a key theme,
Vampire: The Requiem is more political manvuevering with competing religious and secular factions,
Werewolf: The Forsaken is about the hunt, and guarding the border between the spirit world and material world.
Geist: The Sin Eater is about Underworld of ghosts, and second chances, Promeathan is primarily Humanism vs Transhumanism,
Deviant: The Renegades is a metaphor for dealing with chronic, potentially fatal illness, and those that caused it,
Beast: The Primordial is about Fear, mythic cycles, family, and being the single creepiest, sadistic, mother****ers in CoD,
Hunter: The Vigil is mostly about fighting back against the things that prey on you communities and not being able to pretend you don't see how wrong things are.
Demon: The Descent is Technognostism, with Hell as the self defined paradise the demons fight for, in their battle against the God Machine and it's Angels.
Mummy: The Cursed, whose 2nd edition is currently being kickstarted, is about being a true Immortal, the Arisen are almost impossible to permanently kill, but they are servants to some truely scary, egyptolovecraftian Gods as a price.