It stands out because everyone isn't accepting that just because certain endgames or the ability to calculate really far ahead are rare doesn't mean u don't have to allow for them. The rules of the game have to take all possiblities, no matter how rare, into account. That's the point everyone is missing. Also people haven't addressed a few of my other points:
1. Other moves, such as castling and double check, can make progress in a game despite not being pawn moves or captures
2. People try to use the "rule" when they know they'll be mated in 2 or 3 moves, in which case the game is NOT a useless random draw, but a WIN for one player.
3. Making specific move rules for particular endgames is even more impractical. Not only would one have to calculate all that, but have to know which endgame corresponds to which rule? You either go with the longest rule and apply that to ALL endgames or not have the rule at all.
4. 50 is too low for any endgame. u cannot leave a 20 move margin of error for a complex endgame. One mistake can result in having to spend another 10 moves to correct it.
5. The argument that players will get tired and will make a mistake. 1st of all that applies to both players, so it's fair. 2nd, if a player makes a mistake after x number of moves, he made a mistake. That doesn't necessarily mean that it was because of time pressure, exhaustion..etc. Maybe he didn't know how to play THAT POSITION, the move that it occurred on doesn't matter! 3rd, Anyone can get tired at any point in the game, from calculating a complicated middlegame for example.
6. No one is realizing that the TIME CONTROL is also a factor in long games. 30 second increments don't make sense because in a knight and bishop endgame for example, if I was down to 5 seconds, all I'd have to do is make 10 random moves to boost me up to 5 minutes and then I'm ok again
1. Castling should reset the 50 move counter as should failing to make an available e.p. capture. This should be part of any k-move rule including the current 50-move rule - it was just sloppily constructed in the first place. I don't understand where double check comes into the picture.
2. This is in fact the purpose of the rule. If a player hits the 50 move rule 2 moves before mate in KNBK say then he's slipped at least 19 moves and usually considerably more, depending on the original position and the quality of the defence. The rule is there to ensure a player can't f*rt about too much. The problem is not the fact that there is such a rule, only that 50 is too small - in many situations it can also penalise accurate play. There can't be a one size fits all short of effectively scrapping the rule. That's why I suggest a sliding scale.
3. I agree that making specific rules for specific endgames would be impracticable. You don't want to carry around a book of k-move tables just to have a game in your local. I suggest k-move rules where the k depends only on the number of men on the board and is practically sufficient for that number of men.
4. A margin of 50% is arguably OK. In long endgames, if you make mistakes without throwing it away, then you're more likely to draw by repetition than under a k-move rule with a 50% leeway.
6. This seems to be a good argument for a k-move rule. It's to stop players making too many random moves.
Doing all that is unnecessary. Just let the games continue and see what happens. Either have no rule or make it 1000. BTW KNN vs K endgame IS a draw, and the players would agree to a draw. If I had the king and my opponent was trying to mate me with 2 knights, I would be laughing the whole time while I randomly move my king around. I'd be happy to do it with 5 seconds on the clock.
I would guess that a 1000 move rule would already make some theoretically won 8 man endings unwinnable, so this would almost certainly not solve the problem.
Strictly speaking KNNK is only usually a draw. You probably wouldn't be laughing too long if you were Black here:
White to play.