Heh. I'll freely admit that genre simulation is not something I particularly consider under the rubric of "simulation". To me, that's an entirely different beast. Mostly because any RPG that fits under a particular genre is always trying to evoke that genre in play. D&D is high magic fantasy. Thus, most of the mechanics are centered around the notion of high fantasy. 5e takes this a very large step further by making virtually all PC's casters. Magic is going to feature very centrally in most 5e D&D play.
OTOH, something like Call of Cthulhu is attempting to evoke existential dread. So, the mechanics all revolve around that. If you attempt to play CoC like it was D&D, with violent solutions to every problem (or most problems anyway), the game doesn't really work. Your characters die in very short order. Doctor Who (at least the ancient version of the RPG that I played many years ago) made combat extremely lethal. If you picked a fight, you were very likely going to die. So, you ran away from things a lot. Which, really, is a pretty good evoking of Doctor Who.
And, because genre is so porous, it's an endless rabbit hole to decide whether or not a game is successfully evoking a particular genre.
OTOH (oops, using that again), process simulation, to me, is a far more concrete discussion. Do the mechanics simulate (in some fashion and to some degree) how things are working in the game world. And, sorry to flog the equine here, to me, a process simulation must inform the narrative in such a way that it excludes some narratives. Otherwise, it's not actually simulating anything. It's all post hoc justification, which is not process simulation.