This seems to favor high damage skills over low damage ones in melee. E.g. hand to hand, knives, and batons curve very poorly compared to clubs or sledge. The most sane choice is javelin if small damage is all you can do at your game stage, due to it's nearly double range to others, but even then, it is debatable due to the high risk of rage happening.
This also adds an element of risk to using junk turrets early game, since if they aren't high damage/fully upgraded they can cause zombies to run at you with the rage factor in if they do little damage and don't finish the zombie.
If you can kill a zombie in a single attack, they never rage. If you widdle them down, they inevitably rage and cause melee to be a lot more difficult.
This makes a sledge or club the ideal choices, since clubs can 100% chance knockdown with power attack, and sledges hit so hard depending on game difficulty, you can one shot them even without power attack. I find myself preferring going into a risk radius, hitting once with a "big hit" or guarenteed knockdown over hitting for small damage with each hit causing ~4 different outcomes: A stutter of movement, a knockdown, a rage movement, or a normal walk speed. The less you have to experience that potential burst chance in mob AI, the more predictable melee becomes.
Since str has sexual trex as well to make power attacks more viable, I can't see myself ever focusing perception with javelin, fort with knuckles or agility with knives or int with baton if I plan to focus on melee, unless I want to be masochistic/play extra cautious assuming every hit they're going to potentially dash.
That's my thoughts on rage. It makes me not want to use certain melee styles.
On dying light note, I played it on the hardest possible difficulty and the only viable way to kill zombies en mass in melee was attracting them to a location they couldn't elegantly go to (e.g. an elevated point on a car or platform), jumping down and doing an execution attack. The one that caused a slight stagger on nearby zombies was my preferred, since I could jump up again and repeat this method endlessly. The less variables to AI you have to deal with, the more ideal melee becomes.