Wizards are smart and sorcerers are cunning, and their power is pretty directly tied to how many spell slots they have remaining. As such, losing one to a counterspell can turn the tides of a battle quickly.
Suppose a player wished to force an enemy spellcaster to use a precious counterspell slot while preserving their own slots. The envisioned use of this tactic is to sacrifice one action in order to allow another caster in the party to cast their own powerful spells without fear of being countered, prevent the mage from using their reaction for something such as shield, and the deceiver can conserve their own spell slots.
For the sake of argument, the enemy is not concerned with counterspelling cantrips, and will only counter a levelled spell that appears sufficiently dangerous (e.g. fireball) or other tactical spells (e.g. dimension door, healing, summoning)
I propose 3 options:
1: Deception (Intelligence) check to make convincing enough verbal/somatic components without actually accessing the weave for the spell, contested by an insight check on the enemy's part. Leaving out non-mechanical nuances such as 'can casters detect when the weave is accessed' and 'can you say and do the components of a spell without actually casting the spell', this is a pretty simple approach. The downside however, is that from a strictly RAW standpoint, the mage is not actually casting and is thus not a target for counterspell. RAI may differ however.
2: Similar to above, but requiring the casting of an illusion-based cantrip such as minor illusion or prestidigitation to mask their actions and give the appearance of their casting. This eliminates the issue of not having a valid target for counterspell, as a spell is indeed being cast. However, it would seem that the effects of such an illusion spell would take effect after it's casting, thus rendering the whole point moot; the enemy caster may recognize that they just cast a spell known to produce misleading effects*, using their action to do so, and likely cannot cast a second spell the same turn. (multiclassing or metamagic notwithstanding).
*There is a level of metagaming, since as a DM I have to know what spell is being cast by the players, and per Xanathars pg 85, identifying a spell takes a reaction.
3: Some sort of homebrew spell that acts as a magical trap, where it uses the verbal and somatic components of a different spell but with a very subtle additional difference (such as, say, fingers crossed behind your back!) that refunds the spell slot used if it is counterspelled, otherwise it uses the spellslot with no effects.
Which of these would you prefer at your own table, or if you have another option what might that be?
For those who say that you wouldn't allow it, keep in mind that (particularly options 1 and 2) it's likely to only work once or twice at most, and the enemy may be granted advantage on the insight and/or the player disadvantage on their roll for subsequent attempts to replicate diminishing returns on the tactic.