I’m going to say the old Amber Diceless. The conflict resolution mechanics amount to “whoever has the highest stat wins, unless it’s close and there are unfair advantages in which case it’s up to the GM” but then there’s a sizeable essay on what combat is supposed to feel like, with tons of examples. I find this a really useful to get into the designer’s head for adjudicating the nearly free-form game that follows.
Oo, I get bonus points, I don’t play it (the books are delightfully noir but play always seems to go gonzo), but that essay is lodged in my mind.