I was talking more about the abstraction of attribute rather than the mechanics surrounding them. It sounds like Fate Acel does something like that though I've never played Acel, just FATE, I know some PbtA systems do this, though I've only played two, one of which, Masks, did this pretty well. A slightly good example would be 4e, the way attributes in that system were used could be pretty arbitrary sometimes, which I think was well done but the attributes themselves were grounded rather than abstract. I played in a homebrew that did something like this, essentially all stats were useful to everyone in some capacity. The stats were something like power, speed, will, some shit like that, and power generally defined the amount of damage you could do, speed dictated how many defensive options you could use and will was some other parameter in defining how skills were used, usually either a utility stat or sort of an "AoE increaser" for the class I was playing. Each of the stats were useful to all characters, with there being a wide range of character options. So regardless if you were swinging a sword or casting a spell, Power would increase how much damage you did with said action. Likewise speed would increase how many times you could parry, or how many counter spells you could cast. And will was some other shit, like using a teleport spell, or performing feats of great strength. My explanation was a pretty simplified one of the system I was playing but I thought it was pretty lit. The main reason I like this type of system is "grounded attributes" come with built in expectations, for example if you have high agility it's expected that you can dodge well, hit accurately, and be sneaky. Problem is that usually leads to some sort of god stats, and many times it's either been some sort of agility adjacent, or some sort of magic-power adjacent. This problem is usually solved by making the system more granular, which is kind of a subpar options imo.