Gudadantza: -And for experimenting something even more authentic to the pure turn based tabletop thing, I can think in Temple of Elemental Evit
Neverwinter Nights (1), set to fully turn-based, tabletop-reflection mode (I forget exactly what they call it) is a pretty strict [though not 100%] implementation of the D&D 3rd edition [best "crunchy" RPG to me, except Pathfinder 1st Edition, which are seen in Owlcat's games -- PF1e is basically "D&D 3rd Edition 2nd Edition"].
However, ACTUAL play at the tabletop strays far from mechanics and certain other things are more important... The social bits. Improvisational thinking, imagination. Some older text-based adventure games might help with those. Learn/play improv games with people [including board game distillations of them that have prompts and whatnot].
At the table -- good tables anyway -- the latter are more important than the rules crunch. People can help you with the rules crunch during play, but not as easily with the social play bits.
There are writers out there who do blog posts (or videos) that are "scenes in a movie as they would have been played in an RPG". Only links I have on hand is for the Fate RPG (which is VERY different from D&D), but here's an example:
https://station53.blogspot.com/2014/07/avengers-accelerated-invasion-begins.html or
https://www.reddit.com/r/FATErpg/comments/460yty/fate_core_battle_spiderman_vs_aunt_may/
Aside, while note a specific tabletop RPG, Fallout 1 or 2 or Arcanum definitely function mechanically a lot like ttRPGs. For combat, you could play sRPGs [like Fell Seal] to get a feel for the ideas of character building where you have a broad palette of options and are trying to find things that work together well.