I think it seems plausible for avoidance to be a PC's reaction, and for how that happens to be the thread of play (for lack of a better way to put it).For instance, if either a game's premise or the situation we're playing through is about answering the question of "how do I perceive my brother and how will I react when his honor is at stake", then its a matter of course that the PC in question is going to be put in a provocative situation that orients the player to resolving that question...full stop. Questions about "can I avoid confronting my perception of my brother and my own emotional/physical reaction when his honor is at stake" is entirely missing the point! That will never be an input to action resolution in the first place so there won't be a meaningful decision where that is relevant!
But Quantum Ogres isn't a thing in all play. In the prior play, you're (a) never going to deal with the cognitive workspace of "how do I avoid facing questions/emotions/realties about my brother's honor" and therefore (b) there is no such thing as "Quantum Brother's Honor" when it comes to situation framing! You're going to have to confront a provocative situation around your brother's honor because its the point of play!
I don't think you'd find it enjoyable, though--and I'd probably tire of it quickly, myself. But then, I tire quickly of honor mechanics in TRPGs more broadly.