doctorbadwolf
Heretic of The Seventh Circle
I'm not entirely convinced that we need a direct mechanical representation, rather than simply something that hits at the idea of the 4e fighter. Rather than futzing about with marking, and OA's and whatnot, try to keep it simpler might be a better way of going.
For example, if you need to make the fighter "stickier", which is something that gets to the heart of a 4e fighter, just apply an always on aura. Any target within melee reach must take the disengage action before leaving the fighter's threatened area. Something as simple as that can evoke the stickiness of a fighter. Now, you have the choice - lose your round's worth of attacks, or attack the fighter.
I'm a huge believer in KISS design. Instead of messing about with all these different sub-systems, just reduce it down to very basics. So, we have our "don't move" aura (heh, I really suck at naming). Add in some goodies for attacking things within that aura - maybe something like a Monk's Way of the Open Fist maneuver system where if you get a limited palette of actions to take whenever attacking something in your aura - push effects, debuff effects, whatever. Pick one per turn and off you go. So, the fighter becomes sticky, and anything stuck there is going to get pummeled - a regular attack(s) plus an attack with special sauce.
Now, for my own personal project, could that live in a fighter subclass? What about a fighter subclass and 2 or fewer optional variant features that swap with standard core fighter features?