It's not like the MCswagger mod, amazing as it was, really solved this issue either, with a slight exception in the case of the curiosity status. The enemies were tougher and high lust did complicate escape, yes. But that still didn't stop me from tearing through the game with minimal time spent grabbed, because once you get the hang of the struggle minigame you can escape pretty quickly and consistantly with little lust gain, at least when at low lust. Most first stage grabs don't give lust, and what lust you do pick up from bullets and the few exceptions to that can be addressed using consumables. End result? You can still blitz through the game essentially ignoring the sex grabs once you get the hang of the new difficulty and mechanics.
Lets talk about curiosity. This was one of the new statuses the McSwagger added in his mod, and it'd probably my favorite change made to the entire thing. In world 3, lingering in certain areas builds up the curiosity %, with the areas being subtly marked by unharmable drones the glow when you go near them. reaching 100% forces you to sit on the next charging station you find, and even if you escape the grab quickly you'll still end up with several status effects that will make it more likely for you to get caught moving forward. This kind of thing works really well for Combat Rape games, because it forces the player to interact with the sex side of the game, and makes it more likely that they'll get caught up in it moving forward.
The issue is finding a balance between the two extremes of forced interaction. Most games sit on the shallow end of the pool, this one included, where everything can be escaped with a couple seconds of effort, with next to no consequences. On the other extreme, you have situations where grabs are basically inescapable in all but ideal situations, which reduces the mechanic to a 15 second-long unskippable cutscene you have to sit through every time you get grabbed before you can get back to playing the game. Obviously this is not desirable either.
I've played around with the idea of making a CR game before, and the way I think I'd approach it would be a combination of limited resources and an alert meter.
Lets say the player has a bar called 'resistance' or something like that, and it hitting zero causes some kind of gameover, or at least makes you have to restart the stage. It's reduced when the player is brought to orgasm by an enemy, but it can also be spent to struggle free of grabs. How much you have to spend depends on how alert the grabbing enemy is; an enemy is at their most alert at the start of the grab, but feining submission will cause them to lower their guard, allowing you to escape for a lower amount of resistance.
This way the player has the option to bust out of a grab immediately, either because they're close to orgasm and don't want to risk a status effect, or they just aren't interested in seeing it. But this comes at a cost of more resistance spent than waiting for an opportune moment, and if they keep breaking out immediately they may later find themselves too low on resistance to escape, and knocked out when their resistance hits zero.
Alternatively, a player could endure the grab, wait for low alert and bust out. This carries lower cost in resistance, but means more lust/pleasure from the grab and the risk of status effects from orgasm/advanced grabs.
This is far from the only way of doing it of course. You could go the MCSwagger route of making the escape minigame more involved, and ideally take longer. This would make grabs a race to beat the minigame before you hit orgasm, or whatever other fail condition the grab can inflict. The issue with this method is unless you make the minigame centered of the grab animation itself then you're drawing the players attention away from the animation, which is supposed to be one of the key selling points of your game. There are ways to make this work, like some kind of rhythm game tied to the animation itself, but this is quite a lot more involved than slapping a left/right button mash bar on the animation and calling it finished, which is why most devs seem to do just that.
Honestly, i think the question of 'how do I handle grabs and escaping them?' is actually one of the first questions a game dev needs to ask themselves, right after they decide on Combat Rape as a genre. Whether you're using player resources, an involved minigame, some kind of rhythm tied to the sex animation, or QTEs that pop up mid-animation as quickfire 'escape opportunities', pretty much all of these solutions to the easy struggle issue feel like they'd need to be decided pretty early on. My resource idea would need a resistance bar on the ui for example, which is often one of the first presentable things done. If you're using a rhythm game of QTEs tied to animations you're going to want to design those animations with a clear rhythm to follow, etc.
The point I'm trying to make here is that slapping a solution onto an otherwise finished game would be a lot of work, because you'd have to go back and change, or even replace things to make it all work. Most H-game devs seem to lean more on the art side of the art/code divide, so probably aren't thinking about this until they've released a demo and start seeing player feedback.