Games might be an interesting one to look at because they have a little bit of everything going on (physics, math, rendering, cross platform abstractions, window management, system calls, file management, memory management, etc...)
I can't speak Frictional's code quality, but historically released titles tend to be a tangle of hacks and short-term decisions that hammer things into working or being performant, coming at the expense of future developers and correctness.
I do agree that the field is full of great code to reference, though.
I'm a huge fan of Godot's codebase. It's well written, and easily understood both architecturally, and in-method.
https://github.com/godotengine/godot
There are some pretty good public game codebases (Penumbra/HPL, Quake I/II/III, Doom I/III), there are some okay ones (RedAlert), there are also pretty awful ones (Duke3D, Descent).
Note that this seems to be completely independent from whether the game is good or not!
I wouldn't call it the hard way, but it's certainly pre-C++11. My understanding is that the project's lead programmer insists on using older standards for the sake of portability.
Take a look at these:
https://github.com/FrictionalGames/AmnesiaTheDarkDescent
https://github.com/FrictionalGames/PenumbraOverture