True. It relates a bit to Ritual, though, that specifically uses the "Gain a Curse. If you do, <stuff>" as discussed in that section.
In a way, I like that Curses are a penalty that are both limited and manageable in the presence of suitable trashing. Does having the potential to gain unlimited Curse tokens, that you presumably can't get rid of, do anything interesting to the game that VP tokens and Curse cards don't? It's hard to say, but I agree that it's more interesting to come up with a component that opens up an entirely new design space.