Interesting concept. Only problem (if we want to get technical) is that a, katana, for example, wouldn't be 100% It still has some weight behind it that would inflict some bashing/hacking damage. And if you stab with a katana, it could also cause piercing damage. But the ideas of different weapons having different types of damage sounds very cool.
That give me another idea. In the case of a Katana, Hacking would show your lack of skill and the state of disrepair. so if you were unskilled or the blade was blunt the ration might be Slashing 50%, Hacking 50% along with a whole lot of other nasty side effects.
And like with the halberd example possible different attack (stab vs swing) have different percentages.
Be carefull stabling with a katana in combat though as you run the risk of snapping the tip off.
It all comes down to effort vs reward and how fun it is to play.
It would be no fun repairing your weapon after every battle.
However it may be fun only having 3 weapons slots and working out what weapon to put in each one. Do you cover all bases and diversify over do you specialise in one damage type.
If weapons fatigue and eventually break do you really want to use your flaming sword against that peasants mob (demoralizing the to the point of running away) or save it for a troll (which you have never seen)