In my favourite card game ever Nightbanes (now bankrupt and deleted) the mechanics for artifacts was:
*each artifacts has between 1 and 6 "structure points"
*artifact removal cards destroy "structure points" 1-3 every turn or on deploy or of all artifacts on deploy. Some legendary cards with ability to destroy all artifacts (including own) but it could be prevented.
*artifact removal units had sometimes defensive abilities as "tenacity" (needs to be killed 3 times because it resurects itself on the same spot, but had 1 hp), "evasion" (evades all effects excluding direct hits... so like in gwent could be hit only by deploy abilities), "diamond skin" (a fixed chance to ingore a direct hit damage but not effects), "flying" (evades direct hits of non flying units) and more... - so it was not 100% stright forward to remove some of artifacts removal units, but also not too difficult. Some artifacts had artifact removal abilities...
*some artifacts had one 'weakened' ability but one 'restore 1 structure point every turn' - so they were "tank" artifacts to make other artifacts survive the removal, because you couldn't pick which one you want to destroy. So rng was smart.
I think it was very well designed.
PS. there were 7 types of cards when in gwent only 5 (leader, unit, artifact, special card, row weather), and each of them had a well designed interactions. 3 times more cards than in gwent and way more unique abilities. Diversity, Variety.
(also 8 factions not 5 and more clear + visually attractive cards design than in gwent imo...)
I mean, if you didn't want to use artifacts - fine. But if you did, it was also fine, because of fair way of removal, and preventing removal, and 4 side synergies...