I meant something more along the lines of the difference between a social contract around the table concerning, i.e., how much consideration the GM will give the PC's needs/goals/history, and specific rules that tell the people at the table how much consideration will be given. Or, how much and how often authority will be shared around the table. If I want to do that in my 5E games, I need to explicitly hack the system or implicitly hack the social contract; someone running, say, Blades in the Dark has those rules right there.
My counterpoint that it is not something RPGs need to address. You need to address it and tailor your approach to the group of folks you are gaming with. That you will need to address this issue whether the group decides to play a RPG, a boardgame, a wargame, a card game, go to a LARP event together, and gather online for a MMORPG. And it not all on you either. Each individual there need to take responsibility for their part to make things happen.
If you have specific problems with individuals or getting the group motivated then there are books available on Amazon that will help better than advice from a game author. Like I said in a previous post, the advice, rules and mechanics that various RPGs have about social contracts can be useful but they are almost never through or cover all the bases.
Look, I understand if you disagree. All I can say it try it. If it safe, (considering the pandemic and all) go to your local library and look at some books on subject. If you are lucky they will have somethings on-line. If not then browse Amazon and other bestseller and pick something. See if it helps.
While I may thing having social contracts as rules is not ideal, I do see them working for some. It may be that you are one of them. For myself my technique is to pay attention and ask questions. All the time every session. Sure most of the time it friends just talking, but I will make sure I ask about how the campaign is going for them as a group and individuals periodically. I have to remember to do this it is not something that comes naturally.
I don't disagree that game rules are not the way to handle out of game problems, but that's not really what I'm talking about. I'm talking about games that take some steps to codify the social contract as far as who does what in the game. I suppose in a way I'm talking about table-safety stuff, too (like the X-card) but most of what I've seen in that space is pretty system-agnostic.
The question I would ask myself about X-card is what I am doing as a referee (or maybe a player) that makes the individuals uncomfortable to speak up about something they are not having fun with, offended by, or uncomfortable with. Why have things gotten to the point that there needs to be a prop or formal system to signal those things?
This needs to be dealt with as part of what make a RPG work. In my experience the nuances are best handled by the training I got managing volunteer groups. If X cards work for you and your group then great. It more important have something than nothing at all.