I see your point noclue, yet let me offer you another perspective.
I like my roleplaying more than combat, I really do, but if i do get in a fight I don't want punished for sticking out a role playing and social opportunity. With social combat, they have a goal of getting me to talk or calm me down, upset me etc. yes? Knowing I'll have to fight to defend people later - that's what i do with this character...I should just take my first hit to social stress and be taken out or concede most times? That kinda sucks. I think it makes a game harder for the GM to run if every encounter including social has to be balanced to character skills in the group or the players just get steam rolled everytime. Whereas if you avoid social combat altogether everyone can sit around, roleplay, roll some dice for effect, and get something out of it.
There isn't this metagame sitting in the back of your mind saying... "if you take those consequences you won't be able to save "character X" later if they get in trouble." I see it as a deterrent to be social and roleplay and I dislike that.
I totally think actions should have consequences, I just don't think every single encounter should impact my mental combat, social combat, and physical combat. Calling every encounter a combat makes me feel like the game is more hack and slash than storytelling and roleplay....even though I know that isn't true.
I honestly think I was trying to find a way to salvage social combat in my games and I see now for my play style, it really isn't possible for me to enjoy that part of the system. Even the words Social Combat...they just don't go together in my head. I understand hte analogy of delivering attacks with razor with or exchanging barbs...but I think taken as a whole it just doesn't work for me. Which would maek one think the system falls apart. Not for me...I just ignore the social stresses part. Social blocks and skills still have purpose to translate roleplaying into the game, but combat? Not so much, not for this guy anyhow.