So...
1) Warlock not meant for stealth combat, good RP though.
2) Stealth is broken already this would break it further.
3) If you are stealthed and the target is unaware, IMO you should do full damage, but Lae'zel will still do more.
4) DnD rules.
1. My character has a +5 proficiency in stealth. If Warlocks aren't supposed to be good at stealth combat I shouldn't be able to do this in the 1st place. This issue isn't unique to warlock either. Astarion, the rouge, has the same exact problem as my warlock, because the game alerts everyone if the the 1st stab doesn't kill even if the 2nd stab would have. I didn't include it in this video, because dual wielding keeps bugging out and only giving me single strikes, but if my character had done both strikes (like he was supposed to) he would have killed his target with the 2nd strike, but unlike Lae'zel who didn't alert anyone to her presence (because she killed with single strike), everyone would suddenly come rushing to attack my Warlock.
2. Stealth is broken in the player's favor mid combat, but stacked against them outside of combat (assuming you again aren't using a two handed weapon). An issue Larian will hopefully eventually solve.
3. I'm cool with her doing more, but not with her being more efficient at it. Again the game favors two-handed weapons in stealth because they are far more likely to instant kill.
4. Its a video game, and Larian is no stranger to making changes that are either more fun, or make more sense (as in this large clumsy weapon not alerting people, but a small elegant weapon made for assassination does). House rules are a thing for a reason. Also in actual d&d I would have gotten that kill and walked away scott-free with my warlock, at worst I'd have to roll to see if anyone hears the commotion.
I don't particularly care how this bizarre quirk of the game gets solved so long as it is. I could have probably listed this under technical/bugs sub forum, but I can't actually tell how intentional this is, or if this is a limitation of how the Divinity engine decides how and when enemies become hostile.