It's the most popular RPG in the world by leaps and bounds so the most people can comment on the topic using it as an example. But sure...
Like D&D, Savage Worlds started as a wargame. You can tell because of the page count focus on combat, the character creation focus on combat abilities, etc. Trying to break the SWADE book down by page count is misleading. Technically the combat chapter is only 6 pages long(!) out of a 212 page PDF, but most character options are combat related, most (if not all) of the powers are combat related, most of the rest of the rules chapter are combat related, etc.
But, importantly, Savage Worlds doesn't focus on combat to the extent that some other games do. How can we tell? Because the game also includes well-designed mechanics for non-combat stuff. Things like dramatic tasks, hazards, interludes, quick encounters, social conflicts, and travel, among others. We know that the SaWo game is meant to cover a lot of ground because the mechanics cover a lot of ground. If you strip out the majority of the non-combat mechanics, then asked what SaWo is about, the clear answer would be combat, because what remained of the rules would be focused on combat.