You say RNG represents character abilities to simulate their skills based on their statistics.
You really did a number on that sentence,so let me correct:
RNG in an RPG(or any other game) is there to simulate input or feedback that the player cannot apply or experience through the game's controls:
In a shooter, you aim your gun yourself, in an RPG, you tell the character to aim their gun.
Sure, you can remove the RNG and make everything static, but that'd be just plain boring.
While it is true that some types of RNG are more fun than others, that fun always comes from the balance of risk versus pay-off.
CC being poorly balanced in that regard isn't a flaw of the RNG being used, it's a flaw of the risk/reward tuning.
Weaker CC, effect gradation, etc. are all superior solutions that remove the problem without introducing new ones, instead of throwing the old system, that was just poorly tuned, under the bus and replacing it with garbage that simply moves the issues around.