I don’t think this is precisely what the original question meant, but a few years ago, I sort of ran Traveller with DnD 4e. Or, rather, I ran a DnD 4e campaign that drew inspiration from elements of the Traveller universe:
I wanted to create some history and mythological backstory for Yori (Spinward Marches) before ‘first contact’. So, using DnD as a base … removed all magic except ‘divine’, limited races to Human and Dragonborn (as a substitute for Zhurphani), limited classes to fighter/cleric/thief, banned equipment made of wood (or found alternative materials), etc.
Adventures included a visit to some mysterious religious ruins (the remains of the generation ship used to populate the planet), and getting caught in the middle of a political struggle brought on by the introduction of steam power. Later, some Vargr traders did turn up and attempted to become TEDs … I allowed some magic items as a substitute for their technology. And so on.
Allowing ‘divine’ magic meant this campaign generated myths rather than accurate histories. Myths that I could then use as background in subsequent Traveller games.
Again, this wasn’t a conventional Traveller campaign, so maybe it doesn’t count. But it did get some of the DnD-only players interested in trying my current T5 campaign ... and they get a thrill when they spot an in-game reference to something from the other game.