The problem is the subject matter. There is no easy way to put the complex nature of a bad-breath-distance fight between two human-sized opponents onto a map with dice.
There are two very difficult subjects for miniatures gaming: duels and dogfights. Both due to movement but for opposing reasons.
Dogfights are difficult because they are all about positioning and this suits the discrete movement systems of most games very badly. And no, I don't find the X-Wing system ideal either. It gives too little to react to but that's getting off-topic.
The problem with duels is that there really is relatively little meaningful movement. This makes the game look boring and seem like just rolling dice.
Look at sport fencing -- with environmental factors (i.e. terrain) removed, movement in a duel is essentially a one-dimensional affair: all that matters is distance to the opponent. Long range ship to ship combat can get this way too, but again getting off topic.
Rolling high on init to run around your opponent and stabbing him in the back just does not happen in a real duel. Unfortunately in many games the only attack bonus you can get is "rear attack", so the rules make the players constantly try this inane tactic, and due to flaws in init/move system it might actually work reinforcing the idiocy.
MtM/GURPS is fairly good. E.g. you get a defense bonus if you retreat a hex while defending. On flat ground it doesn't mean a whole lot, but with terrain a better fighter can actually pressure his opponent "to the ropes".
It's built on hexes, but could be fairly easily converted into something that uses displacement by one base. It has
other problems, but the movement system actually works.