A while back I came to the conclusion that "games for experienced players only" shouldn't be a thing that exists.
Roleplaying games are, at their heart, about sharing in a story together. At least, thats the version of them that I enjoy. And I've found time and again that people who know nothing about roleplaying games enjoy that too.
Enjoying stories isn't something we need experience to do. We learn it as children. The storytelling part, that takes a little bit of learning, but if you do things right, if you run the game in the right way, and manage your players in the right way, you'll find that learning process is very, very quick.
Roleplaying games should have a learning curve that's measured in hours, not years. They should be for everyone, and if you do it right they are.
Games of experienced Players should exist. DMs/GMs invest tons of hours/years into the game and have equally much world building in which someone can immerse themselves. Now you have a newbie at a table you never had experienced that said world, concept that are second nature to the experienced players and DM/GM are foreign to them and need to be explained... In much detail. So while the experienced players immerse themselves in the deep pool the newbie stands in the kiddie pool. Sure both types of players at the same table roleplay, but it's just not on the same level.
So on the other hand. Games for newbies should exist as well. Games with a patient and understanding DM/GM.
Maybe a bit of a hot take, but if your world needs to be explained in great detail and can't be experienced with minimal background information, the world building might not be that great.
I love introducing new people to RPGs. It's one of my favourite things. I've even run a how to GM session for an RPG club and helped a new GM run their first few games. That was a fun experience.
I'd definitely recommend not starting with Anima for a first game system now though.
Honestly, the system you run for new players should depend on who those players are, their preferences, and comfort levels with related things you can use to judge their preferences. A group of hardcore eurogame boardgamers are going to be a lot more comfortable learning a complex rule system than my in-laws.
I don't think DND or close relatives is as good a first system as people think it is. It's very idiosyncratic. It wastes a lot of time with stuff like "8 is -1 and 14 is +2". But mostly I don't recommend it because at its core it is a resource management game, and that's not what most people imagine roleplaying is about. It will teach people bad habits, or at least habits that don't translate outside of DND + their group very well.
I like Fate. I think Fate is more intuitive and rewards creativity more consistently. You don't need to read long lists of classes and spells. It does, however, ask for a lot more creative input than DND does. You can't just be "Bob the fighter" and go. But it's a lot more rewarding when it does sing, IMO.
Whatever you and your group are interested in or whatever the GM has most experience with.
Personally I'd go with Blades in the Dark. It's great for teaching people good roleplaying habits and has advice like: drive your PC like a stolen car. The system is built to run on minimal prep with every pc action pleasing or upsetting another faction in the city everyone is locked in so you just need a few minutes to think before each session to work out what's happening next. It's very player driven and good for practicing improvisation. Plus the setting is instantly interesting (haunted Victorian London meets Venice) and I love flashbacks and clocks.
Other than that I'd recommend running a pre written module or two rather than making your own setting as it's too easy to fall into railroading players to tell your story.