Aldarc
Legend
This seems to touch upon a problem that I have encountered with Inspiration. For some preferences, it's gimmick that is too intrusive; however, for other preferences, it does not do its supposed "gimmick" well enough. (I don't think I would do any justice to the positions by ascribing particular playstyles to these positions nor would I recommend that others attempt it.) There are certainly spectrums between, but the multiple sides of dissatisfaction kinda leaves a more pronounced sense of "nah" when looking at the mechanic.We do not at all.
my group has tried all sorts of flavor of "gimmick points" (hero points, drama points plot points, story points) in a lot of different systems and generally find them distasteful. The more the mechanics step away from character the less we like it. So it was gone before we tried 5e. a system which relies on them and incorporates them into its core mechanics (Cypher and 2d20 comes to mind) wont get past the door.
You, for example, come at this from a different end than I do. I like "gimmick points" in Cypher System, Fate, Savage Worlds, etc. but I find the Inspiration (and associated Bonds system) to be uninspiring, lackluster, and half-hearted in its implementation.