Also, I find it interesting that the closest you get to an official ruling on Hex is this, from Sage Advice (JC edition):
"Curious about the spell’s intent? The spell is meant to be a classic jinx—the sort seen in folklore—that is useful in and out of combat. In combat, the spell provides some extra necrotic damage. Outside combat, you could foil a cunning diplomat, for example, by casting the spell and imposing disadvantage on his or her Charisma checks."
Again, this is not a rules clarification, but this off-hand language (answering a question about hex on ability checks v. saving throws) illuminates the intent of the spell; which is to say, that it is to be used as a "classic jinx;" not as something that you target on a sacrificial rat. Which again goes to the distinction between tables; those who view hex as, well, a hex, and those who view "hex" as a set of rules that intersect with other rules that may be gamed to your advantage.
The way your table approaches the game will likely determine which approach you take.