So I'm (slowly) coming to a realization about my gaming style preferences and different systems.
Recently, I had an overlong combat in Pirate Borg, much like your "stalemate" combat from Savage Worlds. My complaints about that system were addressed in much the same manner as folks addressed my complaints about Savage Worlds.
- "If you just found another way to defeat the enemy. Like, if you hired seagulls that could engage in bombing runs, you wouldn't have such a boring time."
- "Have you considered using the 'Advanced Combat maneuvers section' and looking at tripping, ganging up, etc.? Everyone knows that you'd have an easier time if a character dropped a bag over the enemy's head to blind him."
- "You need to use Morale. Like, I know the adventure says the enemies fight to the death and that even if you run the Morale rules as they're presented in the book. But come on! If your players are getting bored, just have the enemies run away."
Yes, I'm exaggerating somewhat for comedic purposes, but this is basically what fans of Savage Worlds and also Pirate Borg told me about these specific issues.
Here's how I view it, just in my opinion: No, the system should handle this; not just a willy-nilly "GM make sure this works because of lackadaisical design."
You shouldn't need to do Advanced Combat maneuvers in a basic starter adventure encounter. If your encounter relies on "hiring 12 NPCs to aim weapons and all spend metacurrency to maximize damage" to have a chance of winning (which is what the Pirate Borg designer told me made the encounter fun) - it's not a system for me. If a system requires the group to houserule and throw out big sections of the actual rules that I purchased that are printed in a hardcover book, that's not good design (for me.)