Just coming back to this. I think it goes back to what I said earlier about modelling processes more than outcomes. In the 3.5 paradigm that martials use you would model someone being wise to a Fighter's tricks by giving them a Sense Motive roll the second time you tried to use a trick against them, and if you did it a third time they would probably get some kind of bonus.What if a new opponent enters the battlefield as a reinforcement in a later round? You get to use it on them then I take it?
It doesn't really work. The fact that you can come up with some sort of rationalisation or explanation that works most of the time doesn't change the fact that the mechanics are inherently dissociated.
You just need to look at Iron Heroes, as I mentioned earlier to see the difference in approach. In Iron Heroes your currency is specifically based on aiming at a particular target and gaining tokens to use on them to activate cool powers, to the extent that the class didn't really work as designed partly because it was too likely someone else would kill the target before the archer got to use their cool stuff.
A more modern approach would be to say the Archer gains tokens by aiming but gets to use them on anyone because the alternative sucks. If the player stops to ask how that makes sense you can just ask them "well would you rather suck?" and probably most players would be happy with the compromise, but it does mean the game is dissociated in a way Iron Heroes tried not to be (or perhaps more likely, given Mearls subsequent career, because it hadn't occured to him at that point that he could get away with not making the mechanics associated.)
People I think liked the general approach that 3e took in trying to simulate these processes and decisions. It is (I think rightly) considered a design failure now, but it was an approach that obviously had some appeal. The mechanics were deeply linked to what was happening in the fiction. Magic was less so, but there were quite a few attempts to actually do something of a similar nature with magic. Rob Schwalb wrote a few interesting variants on the magic system including a completely freeform variant that was used in the Black Company game.