Games work on a tight gameplay loop where the player can have feelings of agency (they can influence what happens at all) and mastery (they can get better at influencing what happens with practice). For this you need to have a relatively predictable relation to actions and outcomes. Having the game randomly lose the orders you give to a unit without any feedback is kinda the opposite of that.
The problem with real friction is that, even if you did everything perfectly, orders may still not make it to the unit that has to execute them or they may do something else because of reasons neither of you foresaw, or the enemy forces you saw on the minimap are only half the forces that are actually there. Imagine if you were playing some shooter and randomly on 25% of the time your controller does not respond to inputs at all and another random 25% of the time the inputs get reversed. That would be a super frustrating game to play.