I can. My system takes a slightly different approach to gaming. The GM has a lot of say in how things play out. I notice a lot of systems persistently have , house rules so I designed my system so that GM could pick and choose which rules are to be used within a specific campaign.
This is cool. I like the idea high level, but I can see some problems depending on specific implementation and or sheer volume of possible rules variations they can pick and choose from.
Players add to the gaming experience by helping other players, awarding RP exp and helping the GM with charts or page references etc. The experience is shared within the group more closely than with some other systems.
For a really systems driven player like myself, i'm not sure I like the vague xp rules or other players handing them out, but my profile is probably a complete 10% minority, so depending on precise implementation for many that could be a really good thing.
Creativity is the heart of the games design. Create your own spells, powers races professions etc. Character customization is highly encouraged. Of course there are base races and professions etc. The design of the system allows you greater control over an encounter in difficulty. A fifth lvl character in my system can be extremely powerful compared to some systems, but yet there is always challenge, always risk no matter how good you are.
I love this conceptually. Though system level concern is that with such high customizability it's really hard for intra party balance. Though if it's more of a a Blades in the Dark style or PbtA style game than D&D style game that might matter.
I like the notion of always being challenge and risk in theory, I think most people theoretically like that, but in practice I think you'll find some profiles that take whatever losses the risks force really hard.
For me it really depends on the exact implementations. I can usually see the pros and cons of doing things either way so it's hard to judge much just conceptually - not prying just stating how I operate.
I guess the biggest takeaway for you is make sure you are having your game evaluated by different player profiles and not just the same ones. Especially if it's people you know that you can classify, knowing what the different player profiles like and don't like about the game will drive some interesting tension in your refinement decisions.