For my tastes, I'm pretty situational but I do like a fair amount of granularity in my games - but I prefer elegant design over complications for their own sake. And I abhor tedium.
D&D for example - I have a weekly campaign I participate in and we use the new 5th Edition rules. There's things l like about their system, and there's things I don't like so much. Combat in D&D is meant to be pretty fast-paced - if you're planning out your turn while everyone else is doing their actions (which is something some of our players have trouble with) then things move pretty fluidly without a lot of pauses, which is good for a narrative-based roleplaying game I think. It's not terribly complex at it's core, but you start adding in all the special abilities you gain and you can spend some time looking through charts and descriptions until you get used to playing your character.
The thing about D&D's system is a lot of the variables are built in. The primary caveat is your HP, which is actually meant to simulate not just your physical state but your overall health and well-being as well as willpower, fatigue, hunger, and just your overall will to fight. That's why you gain HP as you level up - you're not gaining bone density, nor is your skin getting tougher (barring some spells and special abilities of course.) You're gaining experience and... "grit." Likewise, your Armor Class rolls your chance to dodge, deflect blows, parry, and the ability of your armor to deflect and absorb damage all into one variable.
This keeps things moving quickly but I do find myself struggling with the system sometimes. This also depends a lot on your GM, but the caveat of this system is that you make the roll and then the GM interprets the outcome of that action, what you did and how well you did it, based on those scores. So it's hard to get terribly creative when the interpretation happens after the fact. You can't, say, run up to a giant as a Halfling Ranger and try to skewer it's achilles tendon so it's forced to the ground where you're able to make more effective strikes - there's just no rules covering that.
Conversely, when we'd play Twilight: 2000 or Traveler back in the day, one of the goals as a player was to try to stump the GM almost - to come up with creative attacks and actions that would send them flipping through the rules trying to find the variables and modifiers that would fulfill that, as well as the effects a successful action would have. Because there were more "rules," and because action was resolved from the opposite direction, you had a little bit more to play around with, I thought.
But still, we tend to avoid tedium in most of our tabletop sessions. For example, we don't keep track of our arrows. It's been long established in our game that we pay a set amount for a quiver of arrows, and that that quanitity is sufficient to last us a session, and the cost of buying new arrows is figured into our cost of living expenses (which itself is a set value according to the rulebook, based on how comfortable you want to live and covers all the basics of food and lodging and such.) Other games call for a bit more record-keeping just by their nature of course. If we were playing the post-apocalyptic Twilight: 2000, then we'd certainly be keeping track of every bullet fired and every gallon of gas used.
When I pick a tabletop game to GM I tend to choose one for it's ruleset, and I'll go for some with lots of details, usually. I'll use transparent overlays with bullet deviations spread across figures in different positions to decide hit location, and use rulesets that make use of hit location to decide special effects and damage. I'll keep track of bullets and resources for the party, and make sure they're paying for the equipment they need. But at the same time I'll freely gloss over stuff to keep the action going. I prefer games that are "simple to learn, difficult to master" I suppose.
In video games, I like to see a bit more granularity, too. At least under the hood. That's the nice thing about computers - they can do all that math while you worry about the high-level tactics. But sometimes it just doesn't really matter. Crusader Kings 2, for example - lots of variables in how the combat resolves, but the game takes place at such a high level that you don't generally pay all that much attention to the fine little details that are taking place - you can't alter those variables or change battle tactics anyway, and it's still much more effective to just wildly outnumber your foe.
I kind of like the idea of survival mechanics in games, for another example - but I've just rarely found any that aren't tiresomely tedious. New Vegas, for example, was just a bunch of meters you had to maintain in a game where none of those resources were ever scarce enough for it to matter. It wasn't a "survival game" it was just a game with survival mechanics tacked in - not an elegant solution, I thought.
... So I guess in practice I kind of like the middle ground. I like enough "rules" in a game to give me enough options to play around with (this is why Chess is a more interesting game than Checkers, for instance - they're both essentially the same game at it's core, but Chess has just enough rules to take things to another level.) While likewise I prefer to not see things so carved-down as to render them rather pointless. (For instance I didn't mind the idea of Skyrim paring attributes down to just Health, Stamina, and Magic - but it was so simple it rendered the system inert. It just kind of lacked... any life or vibrancy to it. To the point you may as well have just been gaining points in all 3 equally as you leveled.)