I'm willing to accept that there's a preference thing about how a thing feels, but this argument is incoherent in that EVERY RPG does this thing, you're just used to it in the RPGs you prefer to play. Combat in D&D is all about incomplete success, often with a cost or consequence -- you successfully hit the orc, but don't kill it (partial success), and now the orc tries to hit you (consequence). Heck, upthread
@prabe was discussing how and why a successful check to win over a gang by suborning the leader (Pup was the name) might be undone because the GM decides that such suborning rubs the gang members the wrong way! How is that not exactly a success with consequence -- you succeed in your action to win over the gang leader, but suffer a consequence because now the gang is surly about it?
Success coupled with cost or consequence is part of almost every RPG out there -- it's just traditionally hidden behind the GM's screen. It might not taste the same, and so not be liked, if it's out in the open, but it's not any different, really, from the things you're used to eating.