Originally Posted by Darkraign

A - is not a problem but a good thing. RNG in CC is bullshit and should never come back
B - Thats what armor is for


'RNG CC' while far from ideal, is infinitely better than the current system. Risk management is a big part of what makes P&P RPG's work, and those are the primary inspiration for Divinity.
Being made to take uncertain risks on receiving/failing a CC makes for a much wider variety of combat scenarios.

Armor being for protection is one thing, but once again it is far more interesting to have to manage healing and restoring armors at the same time, than it is to do one after the other.
Having armor offer diminishing protection also means it's much easier to give high amounts of it to characters that are meant to resist CC very well(tanks, bosses), as it means those characters can still be killed without stripping that resistance before hand, AKA preventing the from just chain CC'ing them, without giving them explicit immunities to everything(which is a much more elegant design, since it puts all combatants on equal footing rules-wise).