It's likely the previous implementation (before the fix mentioned by the community manager) was simply adding/subtracting an escalating value to dice rolls based on the amount of consecutive low/high rolls, by their own internal definition. It's not statistically sound, but it's easy to implement, would comply with the request from the design team, and technically fits the bill of "making the dice less streaky".
Example of what I mean:
1. Roll 6 (low): add +1 to next roll
2. Roll 4+1 = 5 (low): add +2 to next roll
3. Roll 16+2 = 18 (high): add nothing to next roll since low-roll streak was broken.
Could also be some simple variations on this, e.g. reducing bonus' absolute value by 1 after a streak is broken (instead of resetting it to zero), or increasing the bonus by a larger value if the previous roll was super low/super high, etc.
Source: I know how game dev is usually done lol