it is in the results part of play that it gets writer's room-y. Deciding what that die result means in the fiction, since everyone has input and interest in how those things turn out.
I can’t deny your feeling and experience, but I don’t understand this based on the way the game is supposed to be run afaik. When the scoundrel (or whatever S&V calls a PC) declares an action where the GM adjudges risk, you handle Position and Effect. Ideally based on that, you know the space of how bad things might be & what you’ll get - ensuring that the players have a similar level of information about the fictional situation as the characters might have. Everything around that should represent the PCs capabilities coming into play via mechanics - “fiction first” and all that jazz.
Once a roll is made, the badness / goodness happens - Resistance represents your character squeaking through because of how awesome they are despite that (but it takes a toll).

