I'd like to propose the theory that most "modern time" or "science-fiction" themed games/systems are pretty much grind free. The reasoning for this builds on three main points:
1. Deadly combat
Usually modern/sci-fi games employ a game system that tries to correctly model the danger and lethality of firearms and explosives. Therefore, PC death is much more likely, especially when no (cheap) means of reliable medical emergency measures exists and resurrection is unknown. No matter how much you optimize and gear up your character, that other guy who just caught you off-guard and carries a gatling disintegrator cannon (or automatic shotgun using armor-penetrating sabot shells) will win. There's always a bigger fish in the pond and character optimization and focusing on mechanical aspects is not rewarded as much as it is in the "typical" fantasy game.
Everyone has a pretty good idea from his or her real-life what a character in a modern/sci-fi game could do. Hobbies, pastimes, and so on. With shows like ST:TNG, Space: Above and Beyond and Babylon 5 there are lots of sources that also describe the daily life in such a setting. There are much less sources (outside books) that describe daily life in a fantasy setting. Most modern/sci-fi settings do include well known things like "working for a company", "using something like the internet and other media like TV or radio", and "spending your free time shopping or in clubs/bars". The mental gap the players have to jump to portrait believable characters is much smaller.
3. Plot diversity
Many plots just won't work in fantasy settings. Prime offenders are games where strong divination and/or mind control and/or teleportation magic exists and is readily available for PCs. Most modern/sci-fi games however exclude just these elements and thus allow mystery, intrigue and location/travel based plots to again become important game elements. Also, in modern/sci-fi games it is usually not that easy for the PCs to wander around the countryside and simply murder other intelligent creatures ("but they were evil!") due to the law, thus making the classical "grind and loot" game-play very hard to justify.
I'm sure that there are exceptions and counter examples invalidating my theory. But from my personal experience with various fantasy/modern/sci-fi games the proposed theory is a pretty good estimation on possible campaign themes and game-play.