Another example of a system would be the explosive canisters from Prey (2017). These objects can be picked up and moved around by the player and will explode when shot at. These two rules work consistently, even if they are being shot at by an NPC or a turret instead of the player.
A common thing in game design is to have scripted sequences of events. If a player enters an area, a cutscene might play showing off a crucial story moment. Then, after this cutscene ends, a door could unlock and a new area becomes available. This is essentially the opposite effect of what "systems" in Immersive Sims try to accomplish. Systems are intended to feel natural, like they came about from the game world organically without the developer being directly responsible for them occurring.
Systems are one of the most important aspects of this genre, as without them it wouldn't be possible to have emergent gameplay. And what is emergent gameplay...?