The problem going down this road is that people ask for a shift towards dom -> Vrelnir yields to a degree -> people ask for a further shift by using the previous shift as a reason. "You should do it again because you did it in the past" is simply nonsense. Textbook "give an inch and they will take a mile". A line has to be drawn somewhere.
Honestly, my favorite one is "If you give a moth a cookie, it will want a glass of milk."
I will admit though that what the game seems to intend is not as clearly demonstrated or unquestionably obvious. Even Darkest Dungeon and it's subsequent sequel both convey opening disclaimers about how the world of DD is about facing hard choices that WILL result at times in failure and loss...it's how you get back on the horse that matters despite what ever setbacks you are forced to endure and what you've learned in the end when it matters most. Besides an opening encounter you simply luck out in, DoL has no such message.
I don't know, I don't think I'm completely against adding more ways to combat wins from attackers, I'm just worried that will eventually lead to DoL loosing what I think is its most valuable trait. Maybe I'm looking too much into it, but DoL gives no hand and asks you to persevere anyways. I like that honestly and it's what sets it apart from most.