This is really not a realistic issue... I wouldn't be surprised to hear that the majority of casual players never fled a battle once and opted to reload instead. (as was the case for me and I don't even consider myself a casual player) If you don't like the abuse-able nature of the current flee system then the solution is to not abuse it.
Spending time addressing this issue would be wasteful since it effects only a small portion of the community in a not very meaningful way. In the meantime there are other issues that really need to be addressed like UI improvements, (Anyone want keybinds for linking and unlinking the whole party? I sure do.) graphical bugs, (like hair vanishing all the time) bugs in general, (like the black cat vanishing on load after a certain point???) carefully crafting the rest of the world to meet expectations... hell, this game is by no means supposed to be balanced and I'd still put it way above flee abuse in terms of priority.
Doesn't have to be made a priority to be a recognized problem :P Saying Z needs more work isn't the same as saying problem Z is more important than problem X
Except it doesn't need more work.....people complaining about this simply hate the idea that others might be having fun and want to ruin something another may enjoy. There is nothing else to this. There is no negative effect here, you aren't suffering any negative consequences or aything negative by not leaving if you don't like leaving. There is no reason to complain unless you are out to ruin something for others.
And no one is suffering any consequence by the fact that 1 point in sneak means AI can't touch you in combat the moment you walk behind them....
Is sneaking find the way it is? Should someone just not use it if it's that exploitable and they feel it's op?
Cause that's your argument