this pretty much describes 6e's core Edge mechanic.
it's a descent into boardgamery and a hard step away from a PnP RPG.
this is backed up by the npc "cards" and "edge tokens"
Cards make it easy to quickly reference stats, abilities, and spells without having to flip through pages of notes or rules books. Also, during initiative, you can arrange the cards in order, and it's really easy to keep track of things, or to shuffle the order around or remove cards as dictated by the actions of the various characters in combat. Tokens or dials are a convenient way to track any sort of in game economy, like hit points or mana.
As a cranky old man myself, I understand not being a fan of change, but I'm baffled that anyone would like at tools used to help the flow of the game, and start to cross their arms and shake their head.
Regarding the 6e approach to Edge, the only game I've played with a similar mechanic is Star Trek Adventures with its momentum and threat pools. And while, yes, it can be very gamey, it can also be a great tool to inspire player driven narrative approaches; it's all in the group and how they approach things. Just like every other mechanic.
Does the melee combat focused PC take an action to move and make an attack with her sword, killing the enemy NPC? Or does the street samurai charge forward, ducking and weaving through a hail of gun fire. feint right with her katana, then spin left with a two handed swing that decapitates the leader of the enemy gangers demanding an exorbitant price for safe passage through their territory?
Does every PC on their turn spend 2 Edge to transfer 1 Edge to the PC able to create a powerful area of affect attack? Or does the team of shadowrunners work in concert to position the corpsec goons they're in a fire fight with just right, so the team's mage can unleash a devastating fireball and quickly end the fight?