Well to me the odd thing about so many people going to Modiphius 2d20 and Star Trek Adventures in particular is that that STA is my answer as well, but it's not really because it's 2d20 per se. I think at its core the 2d20 system serves Star Trek pretty well.
Star Trek protags have a huge pile of multifaceted skills whose particulars the audience doesn't really understand, so abstracting it into matching your Discipline scores (basically how good you are in different departments of a ship) and Attributes (ability scores) and then doing a roll under with them is a relatively elegant way to handle things, with the expanded crit range of your focuses adding individual specialty flavor. I found in terms of core resolution the characters felt comparable to Star Trek characters in their capabilities which is what the game had to do. Now maybe people just hate roll under and would have preferred a system that accomplished essentially the same thing by rolling a die based on the relevant Discipline and one based on the relevant skill and adding them together (with varying DCs instead of the multiple d20s), or something like that, but I think on a fundamental level some approach of mix and matching broad ability scores with broad skill sets with some sort of additional narrow expertises is the best ttrpg approach for Star Trek as a property.
I also think, as much as I'm not into shared metacurrency, that Momentum in STA captures something of the feel of a Star Trek crew coming together to solve a problem. I think giving each character values and making them core to level up captures the fundamental Star Trek approach to character growth. I also think encouraging players to play additional characters on away missions and such is a really cool idea that keeps everyone at the table involved even while following the narrative beats of Star Trek.
My problem with Star Trek Adventures, and the reason it sort of is my "game I want to love but can't" is that a reasonably elegant system (in terms of core mechanics serving its narrative goals) with some good ideas is bogged down with a bunch of unnecessary crunch. Lots of special talents that add complexity without being particularly evocative. Needlessly complicated combat for a game that's mostly about solving space mysteries and such (and it uses a terrible scheme of zones: not all zone based combat sucks but 2d20 zone based combat certainly does). And it's all kind of terribly presented, by which I mean you get halfway through the (beautifully illustrated) Second Edition rulebook before it actually explains the core mechanics, and they remain semi-poorly explained. I think maybe they assumed you would do the Starter Set first, or that everyone was coming from first edition, I don't know. I am usually the one sitting down and teaching myself games to GM from scratch, but this one I had to watch YouTube explainers just to make sense of it enough to be a player. I was in a campaign for three months and still struggle with core elements like how conditions work, and how I can use my value and special Determination metacurrency (yeah, I complimented tying values to level up in theory, but in execution or explanation something is defititely left wanting). All and all STA is a game I love right up to the point where I start hating it.