Something Worth Fighting For is a funky card. It's a relatively bad card, in that it highly inefficiently does just the one thing that loads of other cards do better. It negates a bit of horror at the cost of 3 resources, an action and a card. Compare this to, say, Beat Cop who gives you + or Art Student who picks up a clue or Dr. William T. Maleson who does 66% of Something Worth Fighting For's work at 33% of the cost AND has damage tank AND an ability.
In case its not obvious yet, the reason Something Worth Fighting For is still worth a card slot in rare few decks is this: All of those other cards are allies!!! Without access to Cherished Keepsake or Holy Rosary there's is a very real dearth of horror tank options that aren't allies and even those two are accessories, therefore occupying a different contested slot themselves (a problem that characters can attest to).
So, Something Worth Fighting For occupies the weird niche of preventing horror without filling any slots, more like a healing event (Logical Reasoning) than an asset. Certain characters will find Something Worth Fighting For occupying a key niche: Expand your horror tank without interfering with your allies.
Oh, there's also an ability text? Yeah you can just ignore that, you can bother to dig it up for the niche cases where a friend is literally 1 horror from death and you playing Something Worth Fighting For might help them reach the final clue or resignation location. 90% of the time, this is YOUR horror soak.
It's not a bad 1-off for dudes like Roland Banks or Mark Harrigan whose weaknesses cause horror, to be upgraded asap to "I've had worse…".