RPGs don’t generally model waiting for an opening, and if they do have a feint maneuver, it’s generally either worth doing or not worth doing, not something that comes up from time to time.In my own LARP and fencing experience, I do remember it being much more a mix of different paces- slower paced tentative feints and feeling each other out and pot-shotting punctuated by furious bursts of action where combatants are striking as fast as possible, trying to finish off an opponent, or overwhelm/push past them as part of a tactical maneuver*. And the latter are quickly tiring which enforces breaks/lulls again. Which is a significant contrast to a standard RPG combat round where each combatant tends to do the same amount of things each time they get to act.
Systems like Champions and Car Wars and Shadowrun having the faster combatants acting on more distributed segments each round is definitely a thing, but that's still a steady pace for them, as long as they maintain speed. As opposed to lulls and bursts for each combatant.
*(I often see this in realistic portrayals of modern combat too, for example WW2 stuff like Band of Brothers or SPR).
I’ve thought about modeling openings by having characters roll one of their attack dice (in, say, a 3d6 system), and then having a choice to attack using that die, or to defend (presumably with some bonus).
Interestingly Champions doesn’t just use a speed mechanic, but it also has endurance and recovery stats, so characters can’t generally attack non-stop without an occasional lull.
Modern firefights do generally involve frantic non-stop shooting when guys are caught out in the open, but pot shots against guys popping out of cover have unpredictable lulls, because the fighters are trying specifically to be unpredictable. Anyone who pops out like clockwork gets shot.