This is an AI and/or encounter/map design problem, and I do not believe in systems to compensate for rudimentary AI, or poor encounter design.
It's not designed to add choice/consequence for moving - Adam Brennecke specifically stated that they did it to try and prevent kiting, which the implementation objectively fails at - as did paused recovery. There is no way around it.
I want it to play more like the Infinity Engine games - not Warcraft, DotA or LoL. That's not very hard to understand, and I think it's a VERY valid opinion to have on a game slated as an Infinity Engine style game.