Yeah, in almost all of the games I've been in player-side, the vast majority of conflicts that ended without death were treated by the GM as soft victories at best. If we let enemies escape, then they'd rouse the alarm, or come back to attack us later. If we took them alive, we'd be hampered by having to drag them around with us, with them usually attempting to cause us trouble whenever they could. Talking our enemies down rarely allowed us to actually progress past them peacefully. Our ability to manipulate the fiction in our favour heavily relied on the GM going along with what we wanted.