I think putting a barrier on CC and status effects promotes good gameplay and less cheese for both PC and NPC. Hard CC should be rare and tactical now its plentiful but you have to get past the shield first. I find myself paying attention to these values and choosing my targets accordingly.

Its like D&D again with saves, targeting the will save against the tank and the fort save on the mage. I use knockdown arrows/ground stomp on casters/unarmored targets. And magical status effects on targets without magic armor.

This also leaves room for some heartier mobs with less outright immunities. (although plenty are still 100% immune to hard CC)