I find 5e D&D less crunchy than Pathfinder but, despite this, I've often wasted hours on character creation trying to drum up the perfect combinations of feats, classes etc, in order to bring a character concept to life.
The other side of this though, is that player creativity is required in describing and flavoring various actions.
I don't play as much d20 any more but, when I do I sometimes find it restrictive. I enjoy describing an action.
You can ask the question, "can I do this?" and, in DFRPG it's almost always "yes". Find the right skill and the right action-type and it's doable. In d20, often times the answer is 'you need a feat for that.'
DFRPG and Fate, in general, can have a quick start-up because nothing is written in stone. You can adjust character abilities and skills at milestones. The aspects can take a while to hammer out but, once again, at the beginning, you can use place-holder aspects or keep some open and fill them in as the game progresses or change them at milestones.
In both games, if you aren't used to running or playing it, use the templates (or the quick start-up characters in d20 phb) and just play. It's the easiest way to learn and the fastest way to get going. Chances are, though, once you start playing, you'll be referring to the rule-books less in DFRPG than Pathfinder.
unless spells are involved
Spells are always more work in any system. The advantage in D&D is, once you have your slots, it's done. Cast the spell. The down-side is you always have to look up the various spell descriptions and, sometimes choosing spells is a pain.
In DFRPG, learning the spellcasting system is harder but, once you know it, you never have to go back and look up rules for individual spells. Ever.