To elaborate a little more, for me, the draw to RPGs is not the RP. As a writer and someone who grew up not with D&D but with forum RPing, I know I can scratch the itch of deep, immersive RP in a more satisfying way outside of a tabletop. However, a tabletop can provide an equally immersive experience in addition to hopefully exciting mechanical game rules. Therefore, when I'm buying an RPG, I'm trying to buy something that will be the most fun
game, not that allows me the most freedom to express myself creatively.
However, this last bit, the express myself part, I have to expound upon. I don't believe that rules limit tactical infinity (as said by
@overgeeked ). Or, rather, I don't believe that well-designed rules for TTRPGs limit tactical infinity. Instead, rules are meant to invoke certain genre, trope, or narrative ideas, and to then reflect them through the mechanics of the game. Thus, well-designed rules
guide tactical infinity instead of limiting it.
Well-designed rules are the core rules of PF2E. Rules that I personally consider less well-designed are many of the feats for PF2E that just add small circumstantial bonuses, etc. Well-designed rules are having critical hits for attacks in 5e; worse rules are having so many weapons that are essentially identical. Well-designed rules engage me in a fun mechanical experience or produce a satisfying and tangible result; worse rules are a rote mechanical experience or produce an expected and pure-fluff result.