Let's not forget that the traditional skill system itself is very abstract, except it has become a second nature since we learned it playing previous RPGs. Same with HP, armor, every fucking thing man. Sure, you could say, all unfamiliar systems have a higher barrier of entry for the player (which is why we always get the recycled fantasy stuff), but that doesn't by default make the "effort" / "skill pool" system bad.
Certainly all systems are abstractions, because they have to be.
But there is a difference in the abstraction levels.
The usual skill systems we are used to are not too far "out there".
Your skill is checked each time you use it, your skill level - as well as the environment - determines if/how you will succeed. Actually, that isn't even abstract, that is just a very weird description of real life.
Abstraction comes in as soon as we slap a simple number on the skill level and derive simple to use formulas to use those numbers in. But that is still "close enough" to actual life to grasp it intuitively, no matter if you grew up with that or not.
If some system tells you that you can only talk to someone X times per (time unit), now that will net you some perplexed faces, and for a reason.
Just imagine the situation on a PnP table: Some new player, playing a talkative character, wants to talk himself out of a nasty situation. The GM has to stop him, though, because he is out of... talk charges? Every PnP player can certainly imagine the discussion starting already.
Now, obviously, your suggestion might not be meant for PnP, but the discussion to justify such a thing would be pretty much the same.
And if the only reason for a game mechanic is "because balancing", then something is fishy.