Concepts of GURPS 4E vs. D&D 5E

The basic concepts are generally the same as any roleplaying game - tell the GM what you want to do and they tell you what happens or what you have to roll.

General
Anytime you try and do something that requires a roll you do not roll against a DC with modifiers for how good you are, but instead roll against your skill score and try to get lower than it (and your skill goes up as you improve it!).

Combat
Doing something in Combat is a Maneuver - there are no Actions, Bonus Actions, Movement etc.

Each round takes 1 second, so things are close and tense!

Defense is super cool as you can choose to Dodge, Block or Parry nearly any attack!

Weapons are way more unique and have a much greater variety than D&D 5E, and making your own unique weapon is also easy!

If you love the detail, you can aim for certain body parts at different difficulties for different realistic effects!

Movement is a little funky, as you are in 1 second rounds so it does its best to factor in momentum and directions of facing - see Move, Facing & Visibility for more in depth look.

Hit Points and Fatigue Points are super cool: HP doesn't usually restore unnaturally quick (unless you have magic) and Fatigue does a great job of simulating how tired out you get from things.

Game Master's Toolbox
This game on the GM's side is essentially a giant Toolbox with parts and frameworks for making nearly anything - homebrewing is much easier (you have all the component pieces to work with) and more easily balanced!