That being said, I love the new system for everything outside of that one small detail. It makes each fight feel meaningfully unique in that at the start of each fight I have to plan how to take down each mob individually based on both their defenses and resistances.
That "at the start" is the problem. The fight loses meaning once armor is gone. It's questionable why health exists if once it's gone you're just gonna CC the enemy, or be CC'd yourself, to death
I've advocated for two new systems to be tried in replacement of the current one:
1) We keep the armor system in place but replace the new defensive combat traits with the old willpower/bodybuilding/block trinity. It'd bring shields back into some relevance, allow for more build options concerning armor set up, solve CC to death issue, add a host of other odds and ends would change and be influenced...such as the stat system :P
OR
2) We can keep the armor system but develop some method (through armor type, skills, combat abilities) for the player to decide how much of an attack type the armor is eating and how much is being let through to vitality. A 6:4 ratio, a 9:1 ratio, or so on. This would let armor persist over the course of a fight longer, allow the player to decide how their CC resist is used up and when, and so on. The determinism of choice would still be there, but more player control over it would help the current system attempt to mitigate the issues it presently has