It is interesting how complicated alignment and it's legacy can be.
Pathfinder 2e is a game where alignment is important as it restricts which gods one can follow (which has significant mechanical implications for Clerics and Champions [Paladins in 5e speak], and to a lesser extent some other classes), restricts you from using certain spells without your alignment drifting, and determines whether you can be affected by certain alignment-based damage types, or indeed use weapons or spells that use those damage types (amusingly, true Neutral characters cannot use or be affected by alignment-based damage types - which makes them more effective against some creatures, and much less effective against some others).
It is certainly harder to extract from the game than 5e. There are optional rules to do so, but if / when I run Pathfinder 2e, I may not use them unless my players want me to, and instead be more 'flexible' than how typical 'descriptive' alignment can be.
Overall, I think the biggest problem with a lot of alignment might come on the 'Good' and 'Evil' scale rather than the 'Lawful' and 'Chaos' scale (though that doesn't mean I agree with how Gygax would view it... considering his own awful views). It's much easier to see if a character is a absolute wanker and deal with that outside of an alignment system based game, but that doesn't mean having an understanding of whether a character follows a code or beleives strongly (often to a fault) in a rules-based systems, is towards the middle or neutral on the matter, or is willing to tear up and ignore (often to a fault) a rule-based system cannot be beneficial to running a game, or a system.
It is, however, overall complicated.