I've still got my copy of the Iron Kingdoms RPG. The complaint that it's a mini's game is a very valid one, but I actually bought it because I had a bunch of old IK minis I needed to put to use because the game was such a swingy mess and it's fandom so intolerable that I didn't have another use for the investment. I think the issue is that the designers solely and exclusively focused on the combat mechanics and had no concept of interacting with a world beyond that (digging vanishing foxholes, like upthread, are the least of your worries).
Another hiccup was the setting; there's reams of backstory with no apparent connection to steampunk wizards slamming their robot golems into each other. It's turgid and doesn't link to setting elements that show up anywhere in the book (there's like five afterlives? And the relationship of the gods to their followers is... Unintuitive, to say the least of it).
It hurt the game's career with me that I got it about the same time as I started getting into the Adventurer Conqueror King System, and ACKS blew it out of the water. Things I didn't feel as missing from systems got introduced to me, like domain management and clean game processes, and it really brought their absence in a mediocre wargame retrofit like IK to the fore and drove me away from the system.