Huh, odd. Games I've played in (Rogue Trader and Black Crusade, mainly), the Fate Points/Infamy Points have been hotly sought after, often used for healing and adding +10 to rolls.
Note that part of this is because most of them can't actually spend it on rerolls in the Black Crusade game, though. I really like the scaling capabilities for Infamy Points in Black Crusade.
I really, really like the Black Crusade mechanics - not only do they become more awesome as you get better, but they also diverge in use based on your alignment
I think it's just a question of player type.
Personally, I have a huge problem with "consumables" in any type of game I play, and you could say FP are a type of consumable. I'm only ever using stuff like medikits when they are absolutely necessary, but I am very, very tight-fisted when it comes to buffs - simply because there is something in my brain telling me I should save them for when I really need them. Which usually ends up with me not using them at all, and in computer games ultimately simply out-leveling and then selling or throwing them away.
In essence, my "waste not" personality is keeping me to get the maximum efficiency out of consumables, including Fate. And I have seen a lot of players having similar problems. I'm not sure you could really "train" a player to drop this behaviour when it extends beyond the one game you are playing.
It is for this reason I came up with the "once per encounter" stuff in my alternate rules for Acts of Faith.
A lot of players are like that. It's why focusing their attention on the 'once per game session' of the fate points is important; if you end an evening's play with any left, your character has in some way been less awesome than they could have been...
It's why the one house rule I've gone with is to make the Emperor's blessing roll a start-of-session thing; people might or might not have a 'free fate point' each session, but if they do there's no reason to hang on to it...