Quite a discussion this sparked! I see both sides of the argument and won't counter anyone's personal opinions, but here's one avenue that hasn't been considered yet: Scaling.
The scaling of enemy armor ramps up quite quickly over the course of the first chapter, and it is expected that it will continue to ramp as you progress further. Fights started to consist of some 'trash' enemies with little to no armor, and a few 'elite' enemies, who had higher armor pools. Decisions could be made to try to focus down the elite's armor to trap him into CC for a turn or two while dealing with the trash, or spend the AP to deal with or CC the trash. I can see the progression slowly dropping down the number of trash and increasing the elites, and increasing their armor pools, making it more and more difficult to drop the crowd control.
This leads to a natural difficulty progression wherein crowd control becomes less and less important, and is used more as a finishing move, or on a specialist who is adept at clearing one type of armor on a specific target. It is also highly likely that bosses or minibosses would have more armor than could be conceivably reduced in a single turn, who can then protect themselves with counter magic, or have support units able to restore their armor or cleanse crowd control effects. Some enemies could also have an innate trait to make resist rolls against CC, much like the old system, but loudly declared through some form of buff indicator. It's not likely we would see this level of enemy progression this early in the content, but I would be surprised if Larian was not already planning this for future chapters.
These factors, though not proven yet due to the content limits of Early Access, could make a big difference in how a non-random CC system is perceived.