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*(actually a few)
You are losing an attack turn, to try and apply a buff or debuff that has a double roll to work (can miss and can be resisted) and at best you will break even on it in the following turns.
The best strategy was and is still is to kill the stress dealers first and the rest later as quickly as possible, until you can reach a safe stall duration.
So in the end the devs have created a game where, +ACC,+SPD and are the most important stats, forcing the player to have to hunt for trinkets with those stats.
After that it's pure damage either through the form of +%DMG (Late game,because it scales better) or +%CRIT if your hero already has good crit chance, or +%Stun chance +SPD if the hero is a pure stunner.
In torchless runs you also prioritise +Scouting as well to avoid shuffle.,because bad one can end your run.
As far as the trinkets go, there will always be a go to trinket and you have to keep in mind the likelihood of you ever finding four focus rings.
If you are playing on bloodmoon(Max 100days to finish), usually you won't get more than one or two until the very end of your run.