I prefer to lean away from anything that feels like making mind control okay, and fill up the opened space with resources for changing minds and winning support that don’t hit my “that’s transgressive” alarms. On the one hand, this includes various sorts of persuasion; on the other hand, it includes the use of various kinds of imperfect, vulnerable deceptions (the old Mission: Impossible series, for instance); on the gripping hand, it includes the use of some outright coercion, often supported by one or both of the others, to neutralize a threat without having to kill everyone targeted.
Quick mind control solves a mess of subsidiary problems for characters on their way to some larger goal. I’m very comfortable thinking that I owe it to potential players to make sure there are acceptable-to-me alternatives in place so that I’m not just telling them that this game will make everything that much harder and they can suck it up, lucky them.