This seems like an issue that in some ways could be resolved by having a turn equate to at least a rough time scale. From my experience and readings, any combat of more than a couple of minutes is going to have pauses and moments of reorganisation, sides pulling back even if just slightly try and get reorganised. Physical exhaustion is going to set in quite rapidly in an extended brawl, so these pauses happen fairly naturally. That and specific formations go out the window when surrounded/flanked. Automatically disordered is entirely reasonable.
Given that, I much prefer systems that would allow several rounds of close combat to be fought within a single turn to get a conclusive result of at least both sides stopping for a bit, if not breaking and running. Note this is specifically hand-to-hand distance not short range firefighting close combats of the more modern eras.