I am familiar with Gumshoe and have a good bit of experience with FATE but only know Cortex by people talking about it. In FATE and Gumshoe at least, there are some player-facing narrative control mechanics. That's what I mean by being more narrative focused.
Gumshoe doesn't have much in terms of player-facing narrative control in the base mechanics. Some individual games might add such, I guess, as I haven't read them all. But I run two sessions of Ashen Stars a month, and it doesn't have such in the mechanics - it has some advice in scenario design, but that's mechanics agnostic, and not what I'm referring to.
Cortex (and Cortex+) and FATE certainly do have such narrative control elements.
How do FATE, Gumshoe and Cortex+ overcome this repetition in a way that D&D can't?
First, it is not "can't". Insofar as any game can be houseruled up one side and down the other, there's nothing that absolutely cannot be done. I am instead focused on "does not, as written, have mechanics or really good guidelines to do". The measure by which I decide if I would not use a system for X, is how much effort I need to put in to make it do X.
Overall, what these games have are skill and conflict resolution systems that have some depth and tactical opportunities. D&D has loaded its tactical richness into combat, and by comparison the rest of the skill and resolution system is... shallow, uninteresting, and lacking in ways to approach or handle complex problems. Thus, if you then effectively freeze development in the combat system, there's nowhere else for a player to look.
In addition, several of these games have explicit ways to handle character development and change, without outright advancement in power. In FATE, for example, there are times you can trade skills around, and even alter Aspects, effectively giving up power in one place to pick it up in another - balanced in overall power, but changing dynamically over time.