The nature of cheeses is they are high risk high reward strategies that keep players honest. You cited Dark Souls, but I've never played it so I couldn't tell you anything about it. Instead, allow me to similarly explain a situation where cheeses are seen at the highest level of play, but teach you what it is and why it's important.
Starcraft II: In bronze league of Starcraft II, almost every Zerg player does something called a "6 pool" at one point or another. What this means is, despite Starcraft II being a game of macroing all of your production units, making as many new units as possible, expanding to create larger bases, acquiring upgrades, etc. along with microing units to be more effective in army style warfare- some newer players build just 1 more worker unit than they start out with, than immediately rush a building that allows the Zerg race to spawn their basic attacking unit. In doing so- they usually create 6 attacking units around ~6 minutes into the match.
This is a cheese. It is INCREDIBLY high risk because you sacrifice all of your resources and 1 worker into fighting units while they are building up their work force. Many new players don't know about this tactic, or are far too liberal about how long they wait until they have basic fighting units available, so those 6 units infiltrate their base, kill their workers, and the game ends right then and there.
Now Starcraft II knows about this, and they could have said "the nature of Starcraft is about macroing and microing large armies, scouting and reacting to the enemy, etc. so to keep the game rules in line with the meta we want to instill, no unit can attack another unit or building until 10 minutes". But they didn't. Why? Because there's an answer WITHIN the game itself to stopping the strategy, counter it, and win specifically because your opponent took the risk to cheese. It's important that this cheese existed additionally because it kept the opposing player honest about his build order. And to throw some players at the highest levels off- sometimes even professional Starcraft II players do a 6 pool on their opponent in tournament settings.
Now let's compare this "6 pool" in Starcraft II, as I explained it thoroughly to you, with the likes of a Snapkick. A snapkick, is a pure as day example of a cheese. It's very high risk, very high reward. A newer, less experienced player in TK, will encounter someone who has a high speed kick attacking on the 2nd turn, get DM'd or at least scored on a bunch, and lose right then and there. The TK community could've made the engage distance larger to make it so you couldn't reach someone with a kick in 2 turns, but they didn't. Why? Because the solution to the problem existed WITHIN the game itself and the cheese kept the players more honest about their first turns. A snapkick against an experienced TK player is almost a guaranteed loss for the snapkicker. The expert player will simply grab where the knee will be, get the knee downward to dismember because of it, and that's game over. They can choose to run, or dm the leg, or beat up on this completely invested high risk no reward situation for the snapkicker.
Hopefully you now know why cheesing is an important element of the game and why we shouldn't look to change the mod simply because a cheese exists. If a strategy is BROKEN, rather than high risk high reward, then you need to say it's the mod's fault and change it. At best I'll give you that Shoveling and Contracted Wrists are "over-centralizing", because you're forced to deal with it in a very specific way.
Finally, I have asked around to more veteran aikido players. They love aikido way more than aikidobigdojo. That being said: the truly great players I know that are far better than you or I at aikido, never once complained when they got shoveled or lift kicked or leg grabbed. They certainly didn't retreat to a different mod either.
~DrHax signing off from this thread. Good discussion mate