This change isn't the biggest deal to me, but the 'fix' they implement is just a bad choice. You break - once again - the balance of the system to achieve a 'feeling' without actually any meaning to it.
D&D doesn't have injury effects so a character is as effective with 1 hp as with 1000, meaning that this change actually just reduced the chance to kill off enemies in one round increasing the chance that you need to attack them several times. So instead of missing the first round and maybe hitting and killing it the next round because of their low hp value, now you need to manage to hit twice as your damage output isn't scaled to deal with bloated hp, while the enemy is going to be still as strong as it was before. Not seeing that this is going to cause balancing issues through out the whole game that is as complex as D&D in its mechanics is baffling.
I'm definitely in the camp of making more interesting animations for misses instead of just piling up stats. And yes, I'm aware its a lot more work for animations and code, but the result is definitely better than just giving game designers the sense that they 'fixed' someone else's system by introducing changes that break other things.