Corkscrews would still be possible, just with a more limited range of units, as it is quite a large range of units can make it happen, as long as the length isn’t more than 50mm longer than the depth.
Does create some weird situations such as a snow fox regiment not being able to corkscrew, where a monstrous infantry horde can.
I kinda feel like withdraw might be better off as a special rule attached to nimble and allow 3" back. That way, hit-and-run could be baked into the rules as a legit strategy for specific units rather than being perceived as a rules exploit/ trick that a lot of people dislike the first time they encounter it (generally on the receiving end!).
I’d say the main issue isn’t withdraw as such, or even corkscrews, but rather how it’s how there’s this odd rules interaction that wasn’t tidied up and given a proper place in the rules or consideration for how a units footprint ratio impacts gameplay. For me, a unit of nimble snow foxes should be able to do it, whereas the big monstrous infantry should not. At current, it’s intuitively the opposite from what you’d expect a unit to be able to do a lot of the time and I think that contributes to the dislike of the rules interaction. Could use some tidying up and thought put into which units can use it and which can’t, rather than the randomly-assigned footprint ratio lottery that it currently is.
Scrapping withdraw would make corkscrews even more arbitrary, requiring square footprints, the only way to level the playing field would be to increase withdraw to 2-3" so any unit can do the corkscrew.
Of course, big core rules changes a few months in aren’t going to happen, but perhaps a cheap magic item that increases withdraw distance could help even things out.