Back again.
I think that fleeing should be in general possible without pusnishment.
But some wya to make it more interesting might be that there is a chance for for failure to flee which could be influenced by the chosen game difficult setting but also by a skill, let's just call it 'feet of the hare' or whatever which can turn you into an expert for disappearing in a dustcloud.
I also like the idea that overused/extended use of escaping caninfluence to some degree your reputation and modify other skills like intimidating, influencing your prices for hirelings, haggling, etc.
In return, someone keep tackling tougher enemies should benefit of beneficial effects, e.g. lower prices from hirelings which feel more safe with someone which sticks with them and not hides just behind them, weak enemies maybe fleeing from the badass, etc.
A color coding of the enemy should be good enough to give a general idea but not blowing all the tension by displaying every single value. Too many games ruined the fun for me when you know your enemies too well, there should be a bit uncertaincy left as that gamble of deciding to attack or not is half the fun.
As fleeing or not is not essential for the game plot itself it should/could be also optional as simple slider or on/off function and/or a simple lower, normal and increased fleeing chance to customize the thrill after personal flavor.
Another way to handle it is instead of changing the chance to flee from a fight is to give an option for consequences of defeat which could be e.g. different strong gear damage, reputation, etc.
The real hardcore masochists like me could also pick maybe both options ;9