A failed interdiction should destabilize the FSD bubble of the interdictor, knocking them out of supercruise as if they badly failed at evading interdiction, complete with spins, and a long FSD reboot. This would stop chain interdictions and give the target a chance to get away.
Oh, because I don't have a fitted out Vulture yet and with all of the whining about it...
Here's the problem. Submitting doesn't count as a failed interdiction. It counts as a successful one.
The chain interdictions only happen because you submit and low wake back into supercruise. it's not hard to follow a low wake.
A failed interdiction is when the target fights and escape the interdiction. When that happens, what you describe actually happens.
How about you play the Hunter for a bit before you go suggesting things that are already part of the game?
Try a Viper III. That was my first BH ship and they're very good at combat. They don't do long range jumps and are more short range patrol craft.
But they do very well for local BH yanks and a skilled hunter can pull larger juicier ships out of SC.
The smallish narrow canopy doesn't restrict your view yet is near impossible to hit so they don't break as easily ether. Gimbled energy weapons on top, fixed MC/Cannons on the bottom C2's and they're a deadly dangerous ship.
If I interdict an NPC, and I succesfully pull him down, I spin and spin for a good amount of time. When an NPC succesfully pulls me down, wether through submission or a won interdiction game, the NPC does not spin out and can shoot me immediately. This is not balanced. The NPC should also spin when interdicting, just like human pilots do. I filed this as a bug report a while ago.