Very good point. If we were going to use a vicky style system, the poor Germans would be rotating divisions out of Poland to man the Siegfried line. With dozens of French divisions (and divisions with a very high artillery concentration) plus the massive bonus they get from fortifications, the Germans would chew through a couple divisions over the course of the Sitzkrieg.Higher attrition due to enemy presence sounds quite historical, but there were also situations in which practically noone shot at each other, like in the "Sitzkrieg" on the western front 1939 and early 1940.
And there was other exceptions too: The early North African campaign saw the Italian Army sitting down and refusing to advance. But base on the size of the armies, the Brits would suffer massive casualties as they did so, and would quite quickly be removed from the field if they weren't strongly reinforced.
In China too, much of the front saw no fighting for long stretches of time. The Japanese knew they didn't have the logistics to advance any further, and the Chinese knew they couldn't defeat the Japanese in combat, so the two sides simply sat still across much of the Southern China.
Simply put, this thing leads to a pattern, even worse superstacking then HoI2 had. I don't even need to send out my divisions anymore. Simply by plunking down as many divisions with as much artillery as I can, I can destroy the divisions in neighboring provinces.
Or, we can develop some kind of system to work out different fronts being more active or quiet, which yes, would take up not only processing power, but development time. HoI3 is being made with how many programmers again? Working out an accurate system to work out different levels of attrition ranks somewhere between the need for a culinary tech tree and the addition of the Post Master General to the cabinet on my priority list.