I do agree with the sentiment that drawbacks provide new challenges for roleplaying as well as making players truly consider the pros and cons of the tactics they use in combat and the potentially hazardous decisions they will make when adventuring. Keeping the players on the edge of their seats with a few die rolls is part of the fun when GMing, IMO.
I also play MF a bit more "gritty" than what I've gleaned from a number of you, so I can totally understand why you'd want less drawbacks in a more "Wahoo" setting.