So
@tetrasodium's anecdotes about players who do not care about time pressure and think novaloop is the right way to play is something I have hard time relating to. Like the players do not care about the story? "If you rest now, the cultists will have time to open the portal and summon a demon that eats the entire village!" "We don't care, good night." Like yeah, this would be a problem, but I also don't think it is a game design problem rather than incompatible gaming tastes problem. I simply couldn't and wouldn't play with people like this.
But I think more common is that the players want to care about the story and they do not want to win by spamming the nova button, but they are not given proper reason to act otherwise by the system and the GM.
But why would they play like this if it is not fun for them? The thing is, self nerfing is not fun either. In skilled play the point is that you have problem, you have the tools, and then you try to come up with a good solution for the problem using the tools you have. And if a tool is a good one, then you use that. In this sort of approach it does not really work for the players simply choose not use the tool because it is too good. But having an obviously most powerful and correct tool destroys the playstyle as well, as then there really is no problem to solve. So this is why I think it is up to the game designers and the GM to make sure that there are no obvious shortcuts and win bottons.