Swanosaurus
Adventurer
Agree here. Linking abilities directly to health resource means that in the end, after any resource intensive encounter you end up exhausted regardless of whether you were successful or not.
This is hardly a great design if you feel bad regardless of your performance. It's like doing a boring corpo work that feels utterly meaningless because regardless of the outcome you get nothing out of it. This is pretty difficult to enjoy - unless you don't mind bringing corporate drone mentality to a gaming table.
I wouldn't equate feeling exhausted with feeling bad, and even less with meaninglessness/boredom. More like: If you have achieved something, of course you'll be exhausted. And sometimes, the greater the cost, the more meaningful the victory will feel. (Since I'm a little bit miffed by the "corporate drone mentality" thing, I'll say that you could say the same thing about largely consequence-free rinse-repeat combats in other systems where you may feel triumphant, but really, you just keep doing the same thing over and over again, three times a day.)
But that also depends on campaign structure. I usually prefer one or two fights per adventure, which often means that there's game nights with no fight challenge at all. If there's a fight, you know it will tax you. You know it's meaningful and worth your ressources. A lot of systems handle it differently, but as I said, that's pretty much the one thing I actually like about the Cypher system - fights against harder hitters can quickly start to feel really dangerous.