Read on in my post.
That's exactly what I was getting at. The system will do whatever it's told to do and can functionally do. But what it's told to do may not be the RIGHT thing. My discussion of the sniper who gets three kills, but those are three kills that tip the balance of the game is supposed to illustrate that (apologies if I wasn't clear).
Basically, scoring mechanisms are mechanical systems that can only reproduce what they're programmed to do, and within that limited programming, won't necessarily reward the most important things.
Let's say we're playing on Koenigsplatz. The German Tiger tank is completely locking down the Russians and preventing any advance. It's right over one of the ridgetops and while the infantry is doing a decent job of pushing back German infantry, the tanks are dead or unmanned, and the Russian team can't go over the ridge without walking into a hail of machinegun fire. Anyone who pokes more than the tip of his head out to take a potshot at infantry is going on a suicide mission because that tank will cut him to ribbons.
Let's say in this scenario that we're playing with a "limited lives" mutator of some sort, which has been programmed to punish people who die because the maker thinks that if you die, you're not helping your team. So each death costs you 3 points on your score.
In this case, there are three troopers on one side of the ridge: the Squad Leader, a semi-auto rifleman, and a combat engineer. All three decide that they NEED to take out that tank, but they're also too far up to run back in the open and call artillery. So, the squad leader tosses a smoke grenade over the ridge, they wait for it to fog things up, and then all three charge over the hill. The combat engineer is going to try to take out the tank with his satchels. The semi-auto trooper is going to cover the combat engineer, and the squad leader is going to toss another smoker to screen them from infantry fire.
Before the SL can toss the second smoke grenade, a lucky German rifleman picks him off. That's one down. The German, seeing the infantry by the tank, runs to pick the other two off. The semi-auto rifleman opens up on him, managing to get the German to keep his head down just long enough for the combat engineer to toss both satchels. Then the German finally picks off the semi auto trooper. The combat engineer tries to run back to cover, but the German wings him in the leg and he ends up blown up along with the tank.
Now, with the mutator discussed (or any number of "fear of death" mutators with limited lives, etc.), we're punishing these three brave souls: the squad leader who did his job and tried to provide cover for the other two, the semi-auto who was crucial in allowing the combat engie to kill the tank, AND the combat engie who died while successfully completing his mission.
Do these guys deserve to be punished and given a negative score, forced to wait in a longer than normal respawn que, or lose their positions? Of course not! But that's the problem with mechanical systems -- they don't take circumstances into account because they CAN'T. They aren't sophisticated enough to do so. So, these three guys who did their job AND benefitted the team greatly (the team's now able to storm over into the Siegessaule), get screwed.
That's why I tend to be against things like this, among other reasons.