Yes, I know that a lot of these rules come from 5e, but it's baffling that they've been doubled-down on by Larian. I just can't quite fathom it, outside of a personal distaste from them for CC.
A spell like Crown of Madness already offers targets a save every single turn (let's call it what it is: a save with an increasing number of Advantages to resist), and takes up a casters concentration slot to maintain AND can only be used on Humanoids. There are so many impositions already in place (which only amplify the mantra that 'Death is the best CC', because on enemies that has a duration of permanent!) that when I see that it's been reduced to just 3 turns (or 2 in the case of hypnotic pattern) it begs the question of why spells like this are even in the game, except to waste people's time. It's just always better to cast Hold Person... so why even include it?
What about the Enchanter's Hypnotic Gaze? Once per long rest? What's the point when Diviners get two portent dice that are infinitely more useful and they get two of them!
CC can be very powerful in CRPGs. People say it can 'break encounters'. There's already so many ways to 'break' an encounter though, that in this style of game it comes down to 'Ok, you're going to have fun with this, so what way do you want to break the encounter?'. That's part of the fun of the choice.
Ultimately though, if you over-nerf something that's already been heavily nerfed, it goes from being a choice to just a trap for players with a certain playstyle. It's like WOTR with it's eight million class choices when only a handful are actually worth it. The illusion is simply a source of frustration, rather than a real choice.