From a consistency point of view, this also seems to contrast with how they choose to do skill checks in dialogs ( which are essentially turn-based conversation ). There, when you might expect that a dialog option requiring a skill check might just flash up "passed" or "failed" and allow the conversation to flow, they explicitely give you an overlay window with a target number and D20 image you need to click.
Still, it's their game to make these choices, and they will have EA feedback soon enough.
I don’t think it’s inconsistent. Larian seems to embrace that DND is ruled by dice, rather then try to hide it. When you have critical hit or critical failure it even shows the dice on screen just as it does with dialogue checks. Being concerned about how the mechanics “feels” to use is an important consideration. Whenever it was a good direction or not you will be able to judge by yourself in EA, and give an appropriate feedback.
Speaking of “feeling”. I think rolling dice feels better then just being told that you succeed or failed because of some under-the-hood RNG. One could have a more “in universe” implementation - like FiraXCOM where when taking the shot the camera brings players to the shooters perspective and have them wonder if the shot will land or not. Or take a cue from Disco Elysium which did something similar and it helps a lot in building anticipation and making RPG more relatable. But at some
key checks it allow the scene to play out a bit before revealing if the attempt was a success or a failure.