Why exactly would this be a good thing? Risky play should be balanced around risk versus reward by itself, i.e. you risk losing your own units to kill more of your enemy's army in an aggressive push when you feel like you see an opportunity to do so. It doesn't need a total RNG mechanic like abandon to swing a game for no reason or to discourage anyone from attacking. It should be totally up to the player to determine how aggressive or defensive they play, and it should be totally up to the player to determine whether or not overextending is going to be worth it. This is a game about WWII, where manoeuvre warfare dominated, and not static positions. Defensive players are already favoured enough with mines, stationary accuracy advantage, laney maps, an abundance of snares, etc. There is absolutely no need for a mechanic that randomly punishes risky/good/exciting play as harsh as this. But alas, Relic does not want it removed so sadly we're stuck with it.
The design ethos of COH is for long drawn out back and forth games, thats what it trys to promote, i.e. anti base rush. Thats why its kinda rare to see a vehicle being built and rushed straight into base and ending the game right there and then.
Yes you can still do daring raids to get some cheeky kills, or to finish a crippled unit off, but you have to A) be prepared to lose that unit, and B) really you should be prepared to finish off an abandoned vehicle too, if your not, I would argue thats a gross over extension.
COH is about comebacks, it has so many come back mechanics, this is yet another.
If your talking about chasing a badly wounded tank, if you just dont chase, you are probably in a really good position.