I remember Mearls mention their approach to 'fixes' that was interesting. He mentioned that sometimes the real problem isn't the problem everyone is complaining about. That when a mechanic is pointed out as needing to be "fixed" (And they agree) the first thing they try to do is look at everything that interacts with the mechanic and try to determine if the problem is in fact the mechanic that everyone is pointing at, or if the mechanic is just a "symptom" of the real problem. With that in mind, it sounds like the real problem isn't Frenzy but rather Exhaustion.
From day one Exhaustion hits you like a truck. Players avoid it like the plague and the moment a character has it all they care about is getting rid of it. Which makes the mechanic either non-existent or hyper focused in a game. So I think maybe the 'fix' shouldn't be Frenzy but rather making Exhaustion a tiny bit more subtle, that way you can sprinkle the mechanic in your game a little more so it's no longer non-existent, and the players can leave it in the back burner for a few scenes so it's no longer hyper focused.