Brindlewood Bay gets a lot of press for trying something new for the whole investigation mystery process. I think it fails utterly to deliver on both. But the idea they were onto did spawn what does work = and that came from Apocalypse Keys.
ApocKeys went away from "letting the dice decide the truth" of the mystery, back towards "the GM decided the truth when they made the mystery", but they let the "we found a clue" be organic instead of planted by the GM. This solves problems while retaining the process of a mystery uncovery.
Now the GM need only focus on the mystery its self, and then when a CLUE pops up, they can look at their mystery aspects and define the clue at that point in time and place and circumstance. No more very very frustrating "well, i never thought a clue would be in a breadbox" or "i had to spend three weeks guessing where players might look for clues" or "i didnt know that the sailor talking about pudding was a clue" = so awful and frustrating and game breaking and exhausting!!
Once the players have enough CLUEs they can roleplay to discuss their clues, and then roll to address the mystery. on success, the GM tells them where to go based on their discussion roleplay so they can confront the mystery and they are prepared. on fail, its the same but the mystery has the upper hand. on fumble, the mystery gets away with some of it and can't be 100% resolved. on critical success the characters are prepared and have a bonus to aid them in the confrontation.
It's all still GM mystery ideas, its all still part of their plot. No dice roll just blurts out "yeah, i guess that lame idea was right" like BB does.
You still have to roleplay to find out what happened and to resolve it (final battle, race for time, escape in time, whatever the mystery finale is)
To me, this means that we there are very strong differences in how mechanics drive emergent gameplay - and its those mechanics that drive me away from D&D and towards other games. And not all of those other games get it right either...