No solution is going to address 100% of any problem while also avoiding unnecessary or unintended consequence, which is what makes problem-solving generally so tricky.
In your example scenario however, like you pointed out, I'm not so sure most people are willing to hand over that valuable of an item on a wing and a promise. The few that do will either do so successfully and 'game the system' or lose their item and profit. I feel pretty confident that we shouldn't be affecting every player in the entire database in order to address a fringe case.
The WoW loot thing works well enough in dungeons/content but might fall apart when it comes to actions such as gifting Cartel Market items. That is, unless our friends at Broadsword would prefer we don't drop $40 usd in their store without forking over a few million credits for the privlege to do so...
Like most markets, the real root cause of inflation is hard to pin down and almost impossible to mitigate - let alone course correct. I don't think that means 'don't try' but I think the current attempt is flawed in comparison to the list I posted earlier. Granted, even those solutions have something to balance. Correct inflation but risk some minor Cartel business? Correct inflation but accrue development costs? Correct inflation but crush your userbase with haphazard 'taxes'? Pick your poison and maybe spread them out evenly so it's more tolerable. Maybe even palatable!