Once a game features negotiation, it becomes primarily a negotiation game;
With respect, you're vastly overstating the situation.
As a practical matter, in Fate, a compel is typically going to come up when you are low or out of Fate points. Your typical party of four had like a dozen of them to start with, so you've probably already been playing for a couple of hours before you're collectively running dry.
And then, while negotiation is possible, there isn't actually frequently need to haggle much over it. Most frequently, in my experience, you accept the compel as suggested.
Why? Because, in Fate,
the GM isn't out to get you! Or, isn't supposed to be, anyway. Fate isn't designed as a tactical test to see if you survive - there are other games for that sort of thng. With a compel, the point is to make the narrative a little more interesting and relevant to your character, specifically, and give your character a little more oomph to do awesome things. So, you don't have to be very defensive about it.
other kinds of mechanical decision making become less significant to outcomes so the primary thing you are doing is figuring out what kind of proposals most appeal to the other party, and where you can get marginal advantage.
Fate isn't designed to be about squeezing out every ounce of advantage you can find, by negotiation or otherwise. That's not where to find the fun in the system. If you come to the table with that focus, you're playing at odds with the basic system design, which is not the system's fault.
Plus... do you realize that the four basic action types in the game are Attack, Defend, Overcome and... Create an Advantage? You don't need to try to squeeze every marginal advantage out of a compel - you can just generate your own new advantages!