I'm not sure how this really differs from any of the following games:
For the most part, it doesn't. I mean, this kind of "skill check" is pretty standard traditional rpg tech. Throw Fate in there, as well. For most of these systems, the primary determinant of difficulty is GM determined. Of course, systems vary as to the methods they give the GM for determining those difficulties. 3.5e had pretty specific details for a lot of skills (although trying to use the skills in novel manners often put you in uncharted territories.) Fate, on the other extreme, has a very loosely-defined difficulty scale that lets the same chart work for very divergent settings (What is "+5 Superb"?). 5e leans closer to Fate in that regard.
4e is a little different with its treadmill DCs, kind of a numerical hybrid between the static check of 2e (roll under your score) and the common one?
The crux of the matter is whether "Difficulty" (in most of these games) is correlated to some aspect of the fictional positioning. How difficult is it to Jump 10'? The more closely-defined the DCs are, the more "locked in" the system is to the particular genre it will create.
4e isn't nearly as loose as 5e in this regard, but it does "lock in" the system fairly well with its suites of powers and expectations for those actions. If anything, the complaint about 5e not allowing martials to have nice things, is based on the comparative lack of such specification.
Contrast with "Static" Methods:
Apocalypse Engine, where there are no DCs, and if the GM wants to make it more difficult, they have to zoom in and ask for more rolls (if that's even available narratively).
Capes, you just succeed (or at least narrate the act), but it may or may not affect the eventual outcome of the Conflict in question. The numbers and die rolls involved have no correlational relationship to the fictional positioning involved. (There is no GM)
Strike! you roll a d6 and consult a generic chart for the generically described results (one chart for unskilled and another for skilled), which includes partial success, etc. In this case, the GM can only forbid the action as impossible.
To my eyes, most of the games using these systems care far less about the fine details of the fictional positioning and tactics. The mechanics tend to act to redirect the fiction in more general terms. In some cases, an entire fight can be handled with one roll.