Emphasis mine.
But that is exactly what it is. It isn't a function of the weapon per se, but proficiency with the weapon.
But it is still a video game cooldown for a mundane action that has no legitimate reason [in-world] to be limited.
Ranger: I sneak up on the guard, and because I am proficient with my mace, I attempt to "Concussively Smash" him, trying to daze him. I hit with an 18 and deal 10 damage.
DM: Great! He's dead.
Ranger: I spend a few minutes looting him and checking out the guard station.
DM: He has some Thayan gold, which may be evidence of possible corruption. Otherwise there is nothing much of note. Suddenly another guard opens the door and immediately moves to engage you when he sees you.
Ranger: Well, it worked last time, so I attempt to "Concussively Smash" him as well.
DM: Sorry, you already did that. Can't do it again until you take a short rest.
Ranger: It's been a minute, and he doesn't know that I can't do that maneuver. I really can't? Ugh. Can I swap to my spear and use its special Pierce ability?
DM: Sure. But you only get to use it once before you need a short rest as well.
Makes. No. Sense.
And
@Vaalingrade, when you mention "narratively," that is what makes Superiority Dice work in my mind. There is a narrative pool of energy that explains why you can't use it them all the time. Weapon proficiency attack cooldowns in BG3 don't have a narrative explanation, especially porting them to a TTRPG format. It is purely a video gamist construct.
And
@doctorbadwolf, we're not going back to 4E Encounter Power design. And I'm glad. Fighters using the narrative Encounter power "Come and Get It" and the enemy cannot resist being "pulled" in before they are attacked? Nope. And even after the errata, it became an attack vs. Will and if successful that is when you pulled them in, and the damage was automatic, despite their armor? Didn't make sense either way.
Some things work better as narrative, or gamist, or simulationist mechanic styles, but not everything works using just any mechanic style.