One thing that always comes up are mechanics for social encounters. You have the typical session spent in a city shopping. Maybe the characters have concrete goals--things they want to buy and haggle for, or steal--but maybe for the players there is a certain pleasure in just hanging out in character. In dnd this is kind of a blank space, but I don't think that means that something about dnd doesn't afford this type of session.So, in terms of how RPGs can or should be used. Cool. Can or should RPGs be used to accomplish goals in play? Do RPG rules have any affordances to do anything other than resolve conflicts? Can conflicts exist without goals being established? Is "win condition" not a particularly inelegant synonym for goal?
(Separately, when explaining a game, or even in design, I think the connotations around particular words matter. So using a term like "win" already constrains how you are conceiving of what's happening in play)