I agree it seems like a lot to just double the negative statuses. But there's also a simplicity and consistency to just making every status have a minor effect and a major effect, based on whether you have any amount of armor or no armor after the damage of a skill has been applied. Basing certain statuses on some arbitrary percentage of armor will feel weird and nitpicky. "Does this skill do enough damage to go below 50% or 66% of the character's total armor? Lemme get the calculator out..." Or "Let's see, does this skill deal 25% of the character's armor?" Given Larian simplified the AP amounts, I think they want to avoid number calculations as much as they can.
I personally like the armor system quite a bit as a starting point. It's certainly leagues better than the old armor system, which used some obscure algorithm to generate an unintuitive reduction in damage. And the fact that you pretty much wanted to start a fight with as much CC as possible led to a cookie-cutter strategy. But now the cookie-cutter strategy just feels like the reverse, where you buff/auto-attack mostly at the beginning, and then CC enemies with armor down.
So yeah, I don't think there's a simple solution. But maybe Larian or someone will prove me wrong with some little tweak.