I don't think that is especially different than players arguing they should get Advantage for the high ground or whatever. Any game that allows for "rulings not rules" is going to encourage players to wheedle for advantages. It's even couched as "skilled play" in OSR circles.It seems like this would lead to a lot of special pleading by players that this specific aspect they want to inflict makes sense in the context of the circumstances, and wasn't chosen just because it provides the most mechanical advantage.
It's similar to the main issue I have with aspects in general. I've played several games that use them, and IME it always leads to players doing their darndest to leverage positive ones whether they make sense of not, and ignore negative ones whether they make sense or not, for mechanical reasons.