- it's correct for a player to double and for the other to accept;
- it's correct for a player to double and for the other not to accept;
- the position is "too good to double," because the equity from the probability of a double or triple game exceeds the advantage you'd get from a double;
- all of the above being influenced by the match score, e.g. if I'm 3 points away from winning and you're 5 points away from winning, I could make different decisions than if it were the opposite.
Chess has none of them, the doubling cube would be exclusively a psychological power play, something like "it's theoretically drawn but I don't think you can defend it," which is not a great game dynamic.
In general, transplanting the doubling mechanic without a similarly rich context doesn't tend to work well.
It's not a bluff, since information is still 100% open to both players, but it changes dynamic a lot.
Games like backgammon (that have betting and the doubling cube to continue), Go (which is calculated in stones), and bridge (again having points) have more natural intermediate scoring systems than chess.
In my opinion the "winner takes all" aspect of chess is similar to what makes analyzing voting systems difficult. In a non game context: Aspnes, Beigel, Furst, and Rudich had some amazing work on how all or nothing calculation really changes things: https://www.cs.yale.edu/homes/aspnes/papers/stoc91voting.pdf .
His POV was that "if you don't win, you lose" and my POV was "second place is better than last place". His response was: "if I play poker to get first place it's wildly different than playing for second or third place [and I may end up in last place wildly more often due to risk % or bad beats]"
I've been more used to "climbing" type performance games (ie: last place => mid-field => second place => first place) and in my gut I wanted my ELO to reflect that (top-half players are better than bottom-half players), however his very valid point was that different games have different payout matrices (eg: poker is often "top-3 payout", and first may be 10x second or third).
I think in my mind I've settled on EV-payout for multiplayer games should match the "game payout", and that maybe my gut is telling me the difference between "Casual ELO" (aka: top-half > bottom-half), and "Competitive ELO" (aka: only the winner gets paid).
A win by 1/2 point or 20 points it suggests a very different relative skill between the two players. Similarly the custom of the stronger player playing white without komi suggests that the point differential matters.
So instead you launch a desperate maneuver in a hope to either turn the game around or lose by 30 points.