It's almost like you didn't look at the ARMA video you linked previously. There are no fancy dodges in that video, there are no big heavy swings with feet planted. These things don't happen. To avoid attacks they simultaneously take a single step to the side or at an angle, attempt to gain control of their opponent's weapon, and position for an attack. This is great and all, but you can't put it into a game without making it a quick-time event. The amount of control required is beyond the abilities of a mouse & keyboard or gamepad. For a demonstration of just how awkward the game could be with a system that tries to simulate this kind of control, look at CLANG. Keep in mind that game also automates footwork and still manages to only be controllable with a fancy niche controller. Let us also not forget that in both the ARMA video and the example I've listed, combat is done between unarmored opponents with swords. Armored combat is, as you put it, is an entirely different beast. However, that doesn't mean basic principles are thrown out the window. Armored combatants won't be dodging any more than the guys in the ARMA video because they have to maintain their balance and leverage. Big lateral motion removes your leverage and does nothing to set you up for an attack that a single step and cross wouldn't do better.
The previous video was about feinting, not really on dodging an attack. The other one I linked earlier was about specific techniques from a combat manual.
There are multiple defenses to use in middle ages combat. Catching a weapon, displacing it, binding it/winding, blocking shield, and dodging the attack outright all are used in middle ages combat.
For example, fighting with an axe against a spear? Going to be focusing a lot on dodging and avoiding his strikes and trying to find a way to bind the spear and get in range to land your own.
Also I know too well about Clang (I put some money toward it). I still think it's possible to develop a system , that while not to a t 100% realistic in every single detail, that you can still develop a system that makes use of stances/guards and work on building a foundation around that while keeping a focus on having fun rewarding gameplay that has a foundation toward realistic mechanics.
Thanks, I know what it is, which is why I mentioned it explicitly in my first post in the thread as a possible alternate stance for two-handed swords. It would be excellent to see it in Bannerlord but I don't think a grapple system would work, so I'd be fine with a different animation set, possibly faster or at least equal attack speed, and an additional damage type (blunt on pommel strikes, possibility for knockdown like with maces?). As also mentioned, if they implement some sort of damage bleed-through on powerful hits that are blocked, half-swording could provide some additional protection against that because of the improved stability offered by the alternate hand placement. Animations could be such that they are more effective earlier in the swing than standard swings as the hand placement also provides more leverage. The big trade-off is range, as you'd have the same effective range as a short sword. Variations of weapon usage like this would diversify combat without diminishing core mechanics or adding gimmicky limitations.
I do not know if you play them but I am a fan of mma as well and the modern mma games have a grapple system and the best they have thought of is having you "rotate" the joystick to move position in the grapple and have a "block" button so you can stop someone from gaining a position. So they offer a way to move within a grapple. That's about the best thing I could think of as far as mechanics go but honestly I agree with you here, grappling is something very hard to do in a game without feeling a bit "gimmicky" in how its done.
Also as previously stated, tweaking current mechanics to promote more efficient footwork would lead to more intuitive movement in combat. The big thing would be combat speed, which could be emphasized some and/or tweaked to increase the penalty when moving out of your attack rather than into it.
What isn't needed is a quick sideways/forwards/backwards hop/skip/shuffle/jump at the press of a button. It would just be too damn hard to land any hits, and adding more and more gimmicks like stamina to make it fit better is just a sign that it's poorly thought out.
Stamina is one of the best ways for a developer to balance melee combat, it ties everything together from offense and defense and stops the abuse of spamming and other things people can do in those games. There's a reason it has existed and is used in them.
Just as you mention in your last post, if people could "spam" dodge (as in keep quick side-stepping or lunge back) it would lead to spammers and other abuses. That is exactly why most games have a stamina system in them.
It's also a way to show the point of over exerting yourself, since it's a game it's a way to show something which you, the player, do not experience (since it's a game you aren't going to get tired from fighting heh).
I just do not get why you think it's a "gimmick" to have these two mechanics in a game, you dodge in real life, you get tired in real life when exerting yourself (and fighting for a period of time is going to do that). It just has to be balanced for the game and built to be both fun and engaging.