For "upskilled board games" I'd recommend Powergrid. It much less spergy than the games put forward thus far, but me and my friends really like it because while being good/lucky will help you out, even people who have terrible turns are still able to come back.
Not to thread derail but a lot of games made back in the 80s/90s are legends for a reason: they're loads of fun and more engaging in their often bloated run times (1980s Civ can take ~6hrs) than what supposed new board games do in 3hrs.
Something people also forget about those games is they were made in a time when computers/videogames were still a novelty and limited in what they could achieve. So mimicking a computer game (but better) was a plus for audiences.
There was much less competing for your attention (and attention spans were longer for it) so a 6 hour boardgame was not an unreasonable time commitment.
What's so great about 4e in your opinion?
I've never played it but I'm used to hearing people talk shit about it, but I also know that your standard modern TTRPG player is terrified of basic math so that never held much weight to me.
Power system is balanced, limited opportunities for Min/Max, it is VERY focused on "shut the fuck up and play". Minions are a thing even the haters have to admit 4e got right. and from the DM side module/encounter lay out that in unequaled before or since. Everything operates on a system, so once you have a feel for mechanics its very easy to homebrew and houserule without breaking the game. Most "buff" spells were rituals that needed to done outside of combat which limited how many could be in play and cost gold to cast.
Its my favorite system to run, and does
The part where it falls down is the players are pretty much superheroes. There are so many ways to get around any sort of real-world logistics because they aren't supposed to matter. 4e works best when the party just arrives at the fight with minimal party involvement in them getting there. Other people in this thread have said its pretty much a tactical wargame and that's not too far off.
Skills are also degraded. The game can also end up "too balanced" where combats can slog on because especially early run monsters are HP sponges.
The other issue is that rules are "simple but complexly layered". Its got that sort of regimented turn order thing in advanced boardgames have that can sometimes make them a bit of a slog when its not running smoothly. (as an example, for attacks damage is calculated with [W], where W is your weapon's damage dice plus enhancement bonus, but you have to know or look it up on the item's property.) This feeds into another issue which is in 4e words have very specific meanings, and they may be different than what other systems or edition uses, and maybe different than what experienced players expect.
Positioning also matters a ton and factors into balance. Unless you are heavily abstracting mundane fights, you can't "threater of mind" 4e.
4e gets an undeservingly bad wrap ... well, firstly because munchkins hate it because they actually have to play the game instead of break it - no infinitely chaining bonuses like in 3.5.
But also because it left a bad taste in people's mouths because of Woketards of the Coast going greedy and doing some shitty things from a business/customer relations side. Most people have forgotten but during the run they did a bunch of shit that was pretty ass regardless of how you feel about the system.
While 3.5 had a fully playable SRD, you could play 3e with zero financial investment. WotC's beancounters decided this was a problem so 4e's SRD was the vaguest of guidelines and more of a style guide for 3rd parties than anything useful for new players or people curious about the system - WotC was working their damnest to make you buy a PHB - a copy is nearly mandatory even if just to copy your powers from. It was also the first time Digital Editions were available simultaneously with print. Given the system practically required a PHB to play, and you could get an official lossless PDF, the natural thing happened - massive Yo Ho Ho. And of course when it happened WotC lost their shit (because every download was equivalent one less sale

), went after pirates hard, and stopped the digital releases midway through the run - this is why until WotC re-released their back catalog on DTRPG, you could find HQ fully digital editions of PHB 1&2 but PHB3 was lowquality scans.
4e pissed off 3e grogs because it wasn't 3e. It also pissed off a lot of 2e AD&D grogs (and there was still a healthy contingent) because the things they didn't like when going from 2e to 3e were only made worse.
This also fed into the other issue of 4e's rep: because it needed a book, it had a reduced player base because of this, so most people only know of 4e by "the one the biggest TTRPG Sperg I know doesn't like"
The real irony is a lot of "bad" paypig milking shit that 4e debuted - "You need to buy a new book for new class/class options" (like you have to buy a 5e book for subclasses), monthly access to tools (D&D Insider was D&D Beyond), Buy this pack of Ranger cards! - have returned in 5e but no community outcry.