Always. My usual feeling is that everyone is perfectly happy to sacrifice the G on the altar of the TTRP, and rarely willing to acknowledge what that costs.
I am not especially familiar with Torchbearer, outside of a few reports of play.
I'd probably go with decaying board state, sure. I've come to believe my understanding of "parasitic design" was obtained from someone misusing the term to talk about something else. I don't think I'd use dysfunctional for anything other than an unparsable rule. I might use degenerate, if the board state tended to devolve toward a single dominant strategy or can easily become unsolvable.
That all being said, I tend to put my relationship to that kind of game down to personal preference, not to a factor of design. Regardless of medium, I am generally not fond of games where the decision space and/or impact of player decisions decreases over the course of play instead of growing.
I'll do my best, but I am exactly the kind of gay nerd who has happily not been to a baseball pitch since I was 9; you're killing me with these sports analogies.

The last sporting event I went to was a work function basketball game. I found the back and forth of each exchange tactically interesting, but couldn't help but wonder if it wouldn't be more interesting if they balanced the players.
Some googling informs me there are strict time limits between pitches? I feel certain there's a nuance here I'm not grasping, but "players are under time pressure" seems to be the takeaway. The game equivalent is presumably introducing a chess clock, which certainly has dramatic impacts on how people play games. I generally understand it to be adding an "execution" element to the challenge, shifting play from just finding the right line to also demonstrating you can do so quickly.
If I'm parsing this correctly: every pitch you throw against a given batter is assumed to make future pitches less effective, both in general, and as a function of that specific pitch. Essentially, pitchers have a hand of cards which reference both some general stat they keep depleting, and each card has a personal modifier that also degrades, though these stats are modified in some way by the stats of the batter.
This is very similar to the dynamics of War Chest, a game I do not like precisely because of its degrading board state. Every lost unit permanently decreases your ability to replenish, use and reinforce units of that type. Every action taken not only limits the decision space on the board, but the total size of the decision space for all future decisions.
I think you're losing me here? There's a subjective element to pitch evaluation, and that varies from umpire to umpire, and that might be gameable? I don't understand how that interacts with balls : strikes, unless you're saying the strategic importance of gaming it properly is different at different stages of the game?
I don't know that I have anything to say about this. Modeling stress/team dynamics are outside the kind of gameplay I'm interested in, and frankly outside the kind of spectating I'm interested in.
I think I made an earlier error. I was looking at pitch clock, you meant "pitch count" which after some searching, I'm taking to mean "pitchers have an increased risk of injury and decreased performance as they throw more pitches over the course of a game." So, essentially, an upper limit on the number of actions you can take. I don't actually see that as having much impact in the decaying board state sense, that's more of just a game timer.
The board game analogy I'd use is Bus, which hands out all of the available action tokens to each player at the beginning of the game, and ends when only player has any left with no hard restrictions on how many can be used each round. They're entirely a clock in that game, as the effectiveness of those actions and the available places on the board in which to play definitely expand as the game continues.
I don't really know where we're going here, but my original point is that much disagreement seems to be about the goal of play, and the difficulty of holding more than one such goal in mind, while simultaneously having multiple resources/abilities that must only be spent towards some of those goals.
This seems to be about a game space having complex tactical concerns, theoretically in service to one goal.