Depends on the SF really. As
@Oofta alluded to, things like Star Wars, Star Trek, Doctor Who and many, many others break pretty much any laws they feel like.
I'd say the larger problem in D&D is the hesitance to simply say, yup, it's magic, and move on. Typically new "flavor" means unique mechanics which has been shown, over and over again, to be far more trouble than it's worth. We'd have psionics in 5e if people wouldn't insist that we have unique mechanics for psionic characters. There's no need for new mechanics - the magic system works perfectly well for a psionic character, but, people want psionics to be "different".
Which, frankly, is never going to happen. Because every time you add on a "different" system for something, it immediately gets orphaned because future products can assume that you will have access to that different system.
Perfect example of this is the 5e artificer. Great class. No problems. I'm running Candlekeep right now and there's a module with a bunch of gnomish inventors doing stuff. Not a single artificer in the crowd. Despite having constructs and all sorts of stuff that scream artificer, there's nary a one to be found in the module. Why? Because artificers aren't part of the PHB. I will guarantee that they will be part of the PHB come the new release. And, after that, you'll start seeing artificers getting loving in the modules - magic items for artificers, NPC artificers, etc. But, until that time? They're just an orphan class.
Same goes for any new system you want to add into the game. Ghosts of Saltmarsh has an entire section on naval combat. It's never appeared or been used anywhere else. If you want your new "magic" (of whatever flavor) to be more than one and done, you need to incorporate it into the existing systems.