A housing system has to do four things well: let players own and enter property reliably, store furniture and stashes persistently, perform well at scale, and feel modern to the player.
The big architectural split is between shell-based and interior-based systems. Shell systems load a small instanced interior only for the player inside it, so an empty city of 200 owned homes costs almost nothing in performance. Interior and IPL systems reuse fixed in-world locations, which can look more grounded but are harder to scale.
Framework fit matters just as much. A script written only for QBCore will not drop cleanly onto an ESX or standalone server, so check compatibility before you fall in love with a feature list.