That's true but most strong enemies has either very high willpower/bodybuilding or straight immunity. So you can't completely shut down every encounter but it's true the game kind of force you to try anyway. I agree this make the fight less interesting and tactical.
I feel this crowd control (cc) status design is too binary. Either you are completely helpless either you have nothing. Plus the immunity system to balance it is unfair because you have no way to predict who is immune. And, it trumps logic : void dragon can be knocked down, but random demon can't?
In addition, there is currently no use for the softer cc such as cripple or weaken when you can just completely shut down the opposition with blind/knockdown/stun.
I think it would have been better if the odd for hard cc were halved while adding a softer cc in case of "glancing blow". 100% hard cc changed to 50% hard cc + 100% soft cc. Assuming 100% success rate, On 0-50 roll you got the soft cc, on 51-100, you get the hard cc. All immunities are removed except the one that would make sense (ie: can't blind a bat). Willpower and bodybuilding apply normally, so high willpower/bodybuilding monster would still be de facto "immune" to strong cc unless these defences are lowered.
How it could translate:
100 % stun replaced by 50 % stun + 100 % to set dazed (character can't use complex ability that would cost more than 4 ap)
100 % blind replaced by 50 % blind + 100 % to halve sight range (effective on archer or mage who must come closer to cast or attack, but limited use on melee target)
100 % knocked down replaced by 50 % knockdown + 100 % to set staggered (last one turn, - 6 starting ap, - 6 turn ap)
100 % charm replaced by 50% charm + 100 % to set frenzy (character attack nearest target -friend or foe-; still considered as friendly by ai, so dont draw aggro)
Probably too complex, so maybe it's just better to reduce duration as you suggested.