I also have a player who wants to "stay committed" on his Enhance power, and neither of us was aware of the optional rule. I think he'll agree it's fair.
I don't think it's been specified yet, but for those who need to point it out, it's described in the box on p.282 of the Force & Destiny Core book: "Committing Force Dice Over Multiple Encounters."
On the subject of re-rolling until success, you have a bit of flexibility. In general, a Skill Check already represents your best effort, so whatever amount of time you spend on a task, you roll the dice at the end of that period. Taking things slow may add boosts to the roll if it makes sense.
I'll allow a re-try if something changes the situation. For example, if the players fail to unlock a door, that door remains closed. But, if they find a code-cylinder that has authorization for that door, the situation (and difficulty) has changed and they can make another attempt.
Also remember that you can alter what "Failure" looks like. If the door not opening would stall the adventure, then it needs to open regardless. If you don't have another way in, then maybe a failed computer check only unlocks the door without activating the servos that open it, so it needs to be opened manually (Athletics) while a patrol of troopers is closing on your position. Failure should create drama, not stop the action.
Another fallback, if players really enjoy try and try again, is the same narrative approach I use with "looting." The rest of the galaxy is not static, waiting for you to walk in and trigger the action. If you spend days flying planet to planet, not only are you incurring docking fees and fueling costs each time, you also are letting missions go by, bad guys get away, the Empire gets stronger, etc.