You might actually want to look for RPG systems that are a particular kind of bad.
Some systems with decent math behind them fail because they are too fiddly. They might have tons of modifiers to track, cumbersome rolling, lots of traits based on averages of other traits, and so on. Those types of systems can often be great for things like MUDs, because the computer can hide most of it from the player. And, maybe a roll takes 10 times as long, but that just means the software can do it in 10ms instead of 1ms, so who will care?
If Earthdawn was open licensed, I’d suggest it as being “the right kind of bad”. It’s weird exploding pool step system is interesting because the dice for each step are set up such that the average roll of the pool is approximately the step number.