One of the reasons I shifted from the classing World Building system to TL, Development, Power Structure, Power Source, instead of Gov't and TL was because as a Developing world Person - when I traveled to HK, Taiwan, SG, US, and EU - that was the first thing I Observed and felt when I arrived.
I wanted to shift from the Old model to the Model I Noticed. It doesn't matter what the "Gov't" called itself - are the people empowered, disempowered, apathetic, optimistic, etc... You can see it aggregated - Idealism and optimism eventually create a kind of tragedy of trying to do what is good, vs the pessimism of never trying and the death spiral and self-cannibalization of so risk-averse that nothing can be tried.
The world and people can call themselves "Austere" "Holy" "Democratic" "Virtuous" etc... but in the end of the day when we measure their quality of life we see something we can see when we land on the planet and deal with its people.
Wanting to do good with Imperfect information will always lead to tragedy, errors, mistakes. Uncertainty is not a very argument for not trying.
Its like Mono-climate/geography Planets in our scifi - its a wrong idea that we got used to. World don't work that way, unless the world is really small the range of temperature, atmosphere, and conditions can very much vary.
Now that a generation of gamers and storytellers grew up, loving the old but learning it can be better - why not gamify these concepts we learned in our various Professional Ideas but simplified in a way that its accessible.
To improve on a system is not saying what came before was bad. The way I cant say that the morales of the next and previous generation is a certain way without the CONTEXT of the circumstance. With the Context of the Information Age, the accessibility of new and better mental models make it only inevitable that some bunch of gamers say "Hey that's Gameable!" with stuff they learn in their professional, practical, and academic studies.