Pithy Fate statement:
The Fate rules don't model things. The Fate rules resolve things.
(I don't think that's necessarily 100% accurate, but I do think it captures a key difference between Fate and many games)
20171009 Pithy Fate statement’The Fate rules d...
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Is the definition of "model" in this case: "A small object, usually built to scale, that represents in detail another, often larger object."?
Also, I think it's important to note that the resolution in Fate from a character swinging a sword does not have to be the other person getting hurt. It could be any number of things, from intimidation to proving a point to saving their life.
Perhaps a way to solve this best lies where character creation is modified or more stringent. It's Not My Fault, Phases, Modes, ect. can reemphasize the Model and weave a more complete character.
However, this doesn't seem to be where I find players fail to grok Fate versus other systems. I see that particular fault along the axis of Simulation versus Cinema, where the sense of making up applicability comes crashing up against the well developed sense of more concretely defined abilities.
The fact that any given Invocation only grants a +2, despite some being clearly more applicable than others, could be said to be high on both the Resolve and Cinema axes.
This, of course, is based on my experiences, YMMV.