Not exactly, like anything else generic systems have strengths and weaknesses. For example GURPS falls apart at high power levels and high powered combat quickly gets ridiculous, it suits more simulationist low combat skill driven games. HERO is designed for high powered play at low power levels everything is kind of samey, and it's vehicle rules are a bit janky.
Ova VS besm
They're all equally appropriate to "anime" is what I'm saying.
The key to making an "anime" RPG isn't in the mechanics, it's in the setting, characters and plot. Other than ensuring they aren't completely incompatible (i.e. I probably wouldn't pick a game with no combat mechanics to run a combat heavy "series"), it matters next to nothing. It's all in your mind's eye, making it "anime" is as simple as showing people a lot of Japanese artwork before the game starts and playing J-pop in the background so they imagine things in Japanese style. What would really make the "difference" is writing a story that feels like the story of the anime genre you're looking to emulate, with characters that feel like they were written for it, etc. because while it's true that anime covers almost every western genre and then some, it also has some distinctive elements (in terms of how people behave or what the plot tends to be, etc.).