In my experience, there are two types of people regarding PF 2E: people like the above who champion it (and are a minority) and the people who played 1E but revile 2E (the vast majority). I put it that way because I work at a game shop that was a flagship PF store and we have struggled with 2E -- people don't buy it (we struggle to sell Core Rulebooks!), Society broke up over it, etc. All those troubles started at debut: it failed to launch well before the pandemic hit. (5e sales have grown, by contrast.) That's not to say that it is a bad system, just that "widely loved by the community" is not an accurate review unless by "the community" you mean "the people who stayed with 2e."
Paranoia: The computer is your friend. You must protect it from commie mutant traitors. Wait a minute: you are a commie mutant traitor! Your replacement clone will arrive in five minutes. The current edition (I believe it was a Kickstarter project) comes in a white box with booklets and dice (like OD&D) and WET (or maybe dry) ERASE CHARACTER SHEETS.
Legend of the Five Rings: Samurai, shugenja, and the Shadowlands. Great Clans. Bushido. Need I say more? Okay: it got ported from a card game, D&D 3.0's main setting was it (instead of Kara-Tur, which no one liked anyway), and it then got a full campaign setting book and several sourcebooks made for it. I forget which edition is current.
GURPS: For perspective (and licensed Discworld RPG goodness, if you can run that). GURPS is very mathy; it is not the mathiest game out there, but it's up there. I wouldn't recommend it for most groups, but try making a character in it just to say you have had the experience.
To elaborate: it's a completely point-based system designed to let you make ABSOLUTELY ANYTHING (no exaggeration), but tailoring a character's advantages and disadvantages involves percentages. And that's before you get into how the main rules (like combat) work.
Mutants & Masterminds 2nd edition (we're currently on 3rd) was basically GURPS d20. It somehow worked.
Genesys, Savage Worlds, etc.: Generic RPGs with their own systems. They're kinda the tier down from 5e in popularity, meaning they need some love.
Rifts: There are two things I can say about this game. First, it is a fantasy/sci-fi kitchen sink and so is over the top; you can play nearly anything in this setting and make it work. Second, the rules are bizarre because it's mainly the work of one guy (who doesn't play well with others, or so his reputation goes) and his weird no-longer-house-rules-because-they're-published. The joke there is that no one plays Rifts as it is printed.
But there are a millionty RPGs out there: Blue Rose, Exalted, Shadowrun -- really, you name it, there's probably an RPG out there for it that doesn't run on 5e (though you have a strong chance of hitting d20/3e-modeled systems, like Etherscope).