Dungeon Fantasy RPG has all the good parts of GURPS; all the good tropes of Dungeons and Dragons. Wizards (and clerics, druids, bards, etc.) and warriors (knights, swashbucklers, archers/scouts, barbarians, martial artists) are both so much fun to play that it's hard to choose between them. There's a good balance between ranged and melee combat. Armor is useful, but not a no-brainer, in part because there's a good balance between mobility and durability, and in part because there are so many other good pieces of equipment (magical and nonmagical) that you wish you could afford to carry. The equipment money game is as much fun as the money mini-game. (Bards, for example, are not always great at killing things but they can help you sell loot for 80% to 100% of list price instead of the default 40%, which can help you buy more healing potions, magical ammunition, spell scrolls, etc. They also do other cool things like mind control and fear effects, but the extra money is especially tempting and hard to replicate.)
I think it's safe to say it's underrated because I left my unopened copy on my dinner table all through COVID, expecting that it was basically just GURPS. Now I wish I'd opened it sooner because it is AWESOME. GURPS is a system for creating games, and Dungeon Fantasy is a game created with GURPS. I have some minor gripes about the monsters not having AD&D-like # appearing or treasure types, but they're fixable, and the actual tactical and strategic gameplay is highly rewarding.