This. Systems-driven, where the game is build around basically layers of systems and the core appeal is how the systems interact. Some systems focus on different thing more than others. That being said, a systems-driven game can still all the elements of a checklist game, and vice-versa.
For example, when I look at say... an infiltration mission. A game that does it as the furthest end of the theme park spectrum would be GTA or Watch Dogs where at its worst, doing it "out of the script" demands you restart it, or even if there's no lame fail-state, the game lays out "perfectly positioned" hackathons or interactive objects for a curated picture-perfect way of dealing with the situation.
Whereas something like Hitman, even though it possesses all the elements of WD's "curated" elements of a kill, layer that with a lot of dense, more free-form tools in the form of tools, clothing, ways AI react to stuff, scale of the missions to allow an experience where even if it also has all the elements of a themepark, isn't built like one.