In the Cortex+ Heroic LotR/MERP game I'm running, I framed an Action Scene using a Scene Distinction Uncertain As To The Best Course. (I had in mind Aragorn's uncertainty when the Fellowship camps at Parth Galen, towards the end of Book II.)
The scene couldn't be resolved the players' way until that Scene Distinction had been elminated, by the players declaring actions that would help remove the doubt. It was the player of the Ranger who succeeded in this respect, which meant that he was able to decide what it was that the party did next (namely, pursue the Orcs carrying a palantir south towards Eregion). If the scene had enede dwith the uncertainty still there, I would have started the Action Scene by giving each player some Mental Stress, or perhaps a Doubt complication, at the start of that Scene.
I've never played or GMed Fate, but I would have thought that it could support a similar sort of idea, where a scene-based (rather than character-based) Aspect is used to convey some appropriate emotional or thematic feature of the situation, rather than a purely practical feature. (In my LotR game some Scene Distinctions are practical - eg In the Deeps of Moria.)
I don't think I'm disagreeing with you here, so much as maybe being a bit more optimistic about the prospects for this sort of thing.
Per my understanding of Fate, this would work in that game just fine. There might not be a specific way to remove an Aspect from a scene, but I think it'd be legitimate to play it that way. I mean, if the players can drop an Aspect on a scene (and they can), they should be able to remove one, too.