That is a completely different thing. The PC fighter in my game has a stance something like that (from memory, he grants Cbt Adv and gets a damage bonus until he spends a healing surge). It plays nothing like CaGI. Part of the significance of CaGI is its interaction with the action economy and turn sequence - it is a way of a fighter exercising power over multiple targets at range.I think the better way to model this sort of thing, rather than giving the player actual control, is just creating incentives that match what is going on, so an npc might well choose to move in on a pc performing the rope a dope.
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Let me take a stance that makes me an attractive target, but maybe gives me a bonus to attack or damage when I have been hit.
I get the impression that some players treat the turn sequence as an actual model of the ingame situation - a strange stop-motion world - but I have always regarded it as a metagame abstraction. Powers like CaGI, not to mention OAs, immediate actions and the ilke, take advantage of the mechanical intricacies of the turn sequence - which is not actually modelling anything in the fiction - to give certain players more power. (For instance, immediate actions are one technique a typical ranger build can use to build up damag output. In the fiction, there is no difference between Twin Strike and (say) Combined Fire, though - it's just the archer ranger peppering enemies with arrows as fast as s/he can shoot them.)
Dropping CaGI it in order to make the figther rely on enemies using their own movement actions to close, and then the fighter having to use basic attacks (or whatever) to hit them, is just a huge powerdown for the fighter. Within the context of the 4e action economy, I just don't see that it would add anything to the game.