If you find yourself butting your head against the rules in Fate, generally you set aside the rules and go with the fiction. But I’m going to assume that the issue is more complicated than an occasional thing my suggestion would be to look into Robert Hanz’s essays on the game as they’ve helped me a bit.

For me in Fate, the roll sets up that potential cost of the action attempted. If the player has a good roll then they’re going to succeed with no problem and the question is whether they want to spend resources to increase the scale of success or not. If they roll low I try to describe the action as coming up to the last possible moment they could have influence over the result and see if they are willing to spend resources to succeed.

A recent example I’ve used would be trying to leap a gorge: the player gets a poor roll and I describe that as they’re rushing at the edge of their side of the gorge they suddenly realize the other side is unstable. At this point they can choose to simply fail (in which case I’d make them roll to see if they can stop themselves in time to avoid falling off the edge), succeed with cost (in which case they make the jump but introduce some other complication such as hanging by their fingertips or else making the jump impossible for the rest of the PCs or so on) or spend Fate points assuming they had appropriate aspects like acrobat or vestigial wings or such. I sometimes say what the cost will be in succeed with cost. Sometimes I don’t. Depends on the mood of the game. In a horror game I wouldn’t tell them the cost and I’ve had such rolls result in the death of an NPC. In comedic games I usually am more upfront and give a general idea of what will happen if they choose success with cost. In an action game I recently had a bystander non-fatally shot due to a success with cost choice.

But I would suggest looking at the various versions of Fate out there. Strands of Fate, for example, uses a somewhat different char gen method. It’s point based and does away with the columns and ladders of the Core skill system. I hybridized Strands and Core for Divine Blood so I could use Strands char gen with the more fluid and flexible Challenge, Contest and Conflict structures and the fail/tie/success/style success mechanic which is similar in ways to the PbtA 6-/7-9/10+/12+ arrangement.