Pfft, some people... there is always "some people" who dont like anything.
And there is quite a lot of some people who dont like the current system.
There are already RNG-like mechanics in the game, most of combat mechanics work like that one way or another.
Better to focus on whats good for gameplay.
As the situation is, the armors are basically invulnerability spells that you need to chip away to be able to actually use your skills and spells on enemies and apply any status effects they provide.
The damage received could be made to be hard points reduced by the armor current state, so if you have physical armor of 25% you would receive 75 % of the damage. (minus additional resistances and protection from equipment) If you have 80% of armor then you would get 20% of the damage.
But the status effects of spells and skills could be calculated as percentage chance... which is how its done now anyway.
The goal being to remove the need to destroy armors down to zero points. Or to have that kind of armor working at 100% efficiency while its damaged and reduced to any amount bellow 100%.
This would greatly increase flexibility and fluidity of combat.
It would increase diversity of how you resolved any combat encounter which would benefit any replay.
It would allow you to use your skills and spells to some extent even against enemies with high armor - but you would still need to get it under 100% and you would benefit from damaging them even more. Same for enemies against you.
This would also make elemental surfaces have some effect on enemies and you - before the armors are reduced to zero.
And it would increase importance of the equipment primary/basic defensive stats.
This way you could have armors or robes that provide bigger physical and magical armor values but have worse primary/basic defensive stats, or the opposite. And epic equipment that has both.