Hi, Skeletonboi!
I don’t know if these bits will help:
There were serious attempts to make Japanese fantasy games back in the early days of RPGs. Bushido came out in 1979 and Land of the Rising Sun in 1980. I’m not very familiar with them, but Bushido used Japanese terms for certain stats. I’m sure it would get a mixed reception today for the predictable tug-of-war over cultural appropriation vs cultural appreciation. Anyway, you might find something of value to you there. The impulse to get “authentic” difference is strong. Even Chivalry & Sorcery (1977) was an attempt to get the “medieval authentic.” Kinship ties mattered, etc. It was a flop because it was too complex, but it is a nice demonstration of players having an impulse like yours early on in the history of the hobby.
The problem with breaking the generic quality of fantasy, in my view, rests in the problem that the participants in the game share a limited set of unspoken tropes in common. It’s work to teach your players how to imagine a non-generic world.