Sure: D&D is the American Dream. (Lizzie Stark said it in 2012 https://nordiclarp.org/w/images/a/a0/2012-States.of.play.pdf and I'd been saying it for the best part of a decade already at that point.) That's why Paranoia, a middle finger to the mores and expectations of late-'70s, rules-lawyer-era D&D, is a role-playing game about being, basically, a work gang of gulag prisoners in a totalitarian state; while Call of Cthulhu, another RPG from people who were sick of D&D, experiments a bit half-heartedly with ideas of cosmic despair and creeping personal ruin, and bigs up Cthulhu himself as an unbeatable grudge monster.
It's interesting to look outside the US, in countries where the D&D translations didn't come in a decade early: When facing Cthulhu, Paranoia, Rolemaster, Vampire and the like on an even playing field, D&D didn't really win.
And has now come full circle to be played at my table in the US. The new version (under the name Dragonbane for its English version) is published by Free League Publishing and is quite good.
The American market rules supreme. Any setting and/or ruleset popular with Americans will be able to afford much higher production values than its competitors. Those production values in turn attract non-American players.
Don't forget Toon as the radical alternative for somebody who wants to run an easy and fast game that is not set in such an unforgiving setting as CoC or Paranoia.