https://gamasutra.com/blogs/AndrewYoder/20190808/348237/The_...
https://gamasutra.com/blogs/AndrewYoder/20190808/348237/The_...
Beyond that, I think it's worth examining the motives of the player. Why do players want to cheese arenas in the first place, when more aggressive play-styles are more fun? Why are players drawn to conservative styles of gameplay, and what can be done to change that? I think if a shooter game is well designed, the player will be eager to jump into the fray as soon as they can, and the game will reward them for that sort of aggression. Doom 2016 does a great job of this; aggressive gameplay is rewarded with more abundant health and ammo drops. Conservative gameplay isn't rewarded; moving slow gets you killed, and staying far away from the enemies gets you killed.
I'm not sure if the original Ghost Recon was actually this advanced, but it felt like enemies got more accurate as they got more evidence of your position. You could find a good sniping spot and take out a couple enemies as they fired in your general direction, but the next enemy that came over the ridge (after hearing your shots) would immediately kill you with their first shot. The solution was to use the rest of your squad. Once you got a couple kills on your sniper, you'd hide completely and switch to an assault in another position. The enemy would run over the ridge, but they'd only have improved accuracy against the sniper. That made them an easy fight for the assault.
Translated into the position graphs in the gamesutra link, there was a penalty for fighting from the same node for too long. This results in an inherent incentive to capture new territory and turns the "safe" hallway into a deathtrap.