But if that consequence is just being some abstract clock ticking forwards, then the situation at the moment still is "nothing happens." And if the clock is something that only matters for that score, then it merely encourages you to manage it until you've accomplished enough of your goals and then bail out before the it gets filled, and I doesn't think this creates particularly interesting gameplay. So in general I feel consequences that require you to react at the moment or recontextualise the situation are significantly better for producing compelling fiction and gameplay.
So, if the outcome of a dice roll is ever "nothing happens" in a game like Blades something has gone horribly wrong. In a case where you, say, rolled a 4/5 and the GM says "yeah you get in through the roof but a beam creaks and you see the guards start looking around in confusion, I'm going to start an 'Alerted' clock" lots of things have happened! You're inside (made it past an obstacle); you've got the fiction responding; you've got a concrete indicator of how on edge people are.
There also could be some mechanics that would help the GM with coming up with this stuff, like, you'd have chart for random action scene consequences and social scene consequences and then you would roll and get "betrayal" and that would help you spin the fiction. Though personally I feel this would be way too mechanical and restricting, but I think as some sort of optional extra it might be something that could help some GMs.
You mean like the list of Threats on these quick reference sheets? (pretty much every FITD I've seen has a list of sample consequences on the GM reference, some better then others, games like Songs for the Dusk even have suggestions for purely social Harms and such)

