Or you could increase the difficulty of a maneuver if you try to use it multiple times in the same situation, to represent one's opponents getting wise to your style.
I don't see combat maneuvers as mechanics first, and I see no reason to assume the game designers do either. They are IMO attempting to model different styles of fighting. That's what it's about.
Level Up's skill specialties, expertise (and hindrance) dice, and the journey systems with their exploration challenges are to me just as engaging as combat.
I feel exactly the same way when I'm a player. There's no difference to me on that score. That's my feedback as a player. It's not railroading because the player can still do what they want through their PC. And I think some people get too emotionally involved with their characters in my opinion...
So long as the players stay within the lines of their PCs, I don't care if they run roughshod over the setting. Once play begins, that's what it's there for. And there's no value to telling someone not to be irritated by something that irritates them.
Seems to me, based on this and previous...