@faraday "Feeling intimidated" is defined by the system. If the system says, "when a character successfully wins a contest of intimidation, X happens" then that is what happens, and if you don't like that, then don't play the game.
Part of agency is responsibility - don't play a game with rules you can't abide. And EVERY system (professional system, at least, not homebrew) that has social contests tends to define what the acceptable outcome of those contests are. Read the rules, know the rules, follow the rules.
Or explicitly house-rule the rules, or don't play the game. But once you agree to play a game rules as written, don't throw a fit because you don't like what the outcome of a social contest is.
EDIT: I suppose this is the core of my frustration with this endless round of arguments, because people are so damned generic about it. You can't say you like or don't like 'social systems' because there five billion of the damned things. And almost no one on the "no social stats/skills" side has been talking about /World of Darkness/ social skills/stats/processes and what specific problems they have with them in play. Possibly because I'm not sure anyone's actually read them - certainly, the situations they describe /cannot happen/ under most versions of the rules as written, without someone being ignorant or lying about the rules that exist.
You can't have a reasonable discussion about boogieman that people make up in their heads, and I don't think anyone has been advocating FATAL as a system here.
Now, there are issues even with the Doors system, as much as I love it. For example, when I ran an organization Doors attack for someone who wanted to get my character over a barrel by attacking his business interests, it was great fun, but one problem I DO think exists is there's no real way to 'fight back', so to speak. You can counter attack (open a Doors attack in return on an asset of the attacker, if your character knows about it), but there's not really anyway in that indirect conflict for your character to find out about it and shore up their defenses. The system is oriented towards PC -> NPC action, with the Doors as obstacles to overcome, and could probably use some tweaking to be more PC <-> PC friendly.
And in an earlier version of the intimidation contest in WoD, for example, an exceptional success on Intimidation made the target permanently intimidated. That was great when you're talking an NPC who might become a reoccuring character who gets cowed into helping the PCs. Not so much in PC <-> PC conflict. No game that I know of ever House Ruled it to something more reasonable.