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To a certain extent, you're talking about Ron Edwards' GNS Theory of role-playing game design. "GNS" refers to the trichotomy of Gamist / Narrativist / Simulationist.
He developed this theory of game design back in the early 2000s over on the now-defunct independent RPG forum The Forge
The outgrowth of this are the three main branches of current RPGs: Story-Games, which emphasize Narrative (e.g.Swords Without Master or Fall of Magic); Old-School Renaissance (OSR) games, which focus on Simulation (e.g. Labrynith Lord or Mothership); and traditional/mainstream games, which have a focus on the rules of the game itself (e.g. Pathfinder or GURPS).
This is, obvuously, an over-simplification of GNS Theory...
Indeed it is. :)
GNS also grew out of the older Threefold Model which I'm more familiar with, since I was reading r.g.f.a back in the late 90s and not reading Forge when GNS was developed. If I understand it correctly, it's similar but with big differences in emphasis. Particularly in that the 3Fold was focused more on styles in terms of running games, recognizing what players want and finding ways to deliver it, while GNS was more focused on designing new games, particularly narrative games since those were rare at the time.