I think some of this is going
There is a solution to this. I made a counter terrorism RPG once and I was able to go to the Boston FBI office and talk with someone who is there for anyone in media (thankfully they considered RPGs media in that case). He explained to me how evidence was gathered in an investigation, how FBI teams were put together. It actually wasn't that hard to make gamble. An FBI team is about the size of an adventuring party, and the evidence thing was easily handled by having evidence gather teams and analysis teams be resources the players can access (so the players don't necessarily comb the scene for clues, though an invidual character might for whatever reason, but rather call in a forensics team----and I just gave the teams different ratings which translated into a dice pool they rolled at the scene). In a lot of ways this works better because the players can focus more on investigation, interviewing, etc than on analyzing blood samples.
That said you often have to juice up or make gameable any genre. Genres based on real life you may want to add more chases with suspects, more harrowing dangers, etc. But I think true crime could be workable (plus it is very easy as the GM can literally rip from the headlines)