I'd say that GM fudging is essential, from time to time. I've had carefully worked-out scenarios completely trashed through unlucky GM dice rolls. You have a decision to make: rewrite the scenario on the fly as a result, or fudge/ignore the result. The former can be fun to do, but sometimes the latter is better - as long as its used judiciously and the players are aware that sometimes it will happen to keep the action moving.
Hero/Fate points aren't core BRP, but the Luck Roll, which sort of amounts to a similar thing (but isn't a finite, managable resource) has been there since Ringworld and probably before. Luck Rolls are good and very useful, but require careful moderation to ensure consistency, usually because it requires GM approval. I've come a cropper myself where I've allowed a Luck roll in one situation but disallowed it or not offered it later in the same or similar, just because I've forgotten what I did earlier.
Hero/Fate points place that capability in the hands of the players which ensures a certain degree of consistency. And, as a finite resource, players do (or should) think carefully before using them. I use them in MRQ and have used them in a BRP/HQ/Bushido hybrid I ran for Glorantha a few years back. They worked well and weren't abused. I'm a big fan of them. More so than Luck rolls, I think.