Here are two blog posts in response to a video and it’s all about the old discussion if systems matter.
Here the question is slightly different: How do systems matter?
If an RPG system puts a great focus on combat (like 5e), does that make the game focus on combat? Alternatively, does it relieve the GM from combat simulation and instead let’s them focus on other aspects (roleplaying, drama, improv, story, exploration, etc)?
This is why I love more abstract systems like Fate Core or Cortex Prime. They’ve got systems flexible enough to be turned into really anything you want. I ran a Fate Core game for a year that had tons of cooking and feasts, modeled off of the Redwall books. The heros were always preparing some feast or finding some new food to forage.