That's a game designer's job, to find fun ways to put features together. One use is to ratchet up tension and then release it. Instead of the player feeling surprised and cheated 1 in 10 times, if you telegraph the feature properly then 9 in 10 times they might instead feel excited/relieved that the crit didn't get them. Using other tricks you can make the sense of impending doom seem greater than it really is, so the player is disproportionately relieved.
If you give them the tools to mitigate critical hits, then there's the satisfaction of having planned for an event and weathered the storm. A bad round for the opponent might force you into plan B. If you have a plan B and it brings you back from the precipice to victory, that's satisfying. With predictable combat rounds, you might not have needed a plan B.
Overcoming impossible odds is fun. Crits can create situations where you shouldn't win but do anyways. If that was the only way to win it feels cheap, but if a player made obvious mistakes and then won despite them, that's its own flavor of fun. It relieves situations where winning is impossible but the game isn't over yet (and vice versa).
Variety is fun. Crits in a wargame let you know somewhere along your front the opponent will have an upper hand and somewhere you'll be hard pressed, but not know where until a particular playthrough.
My point is that "good game has feature X" or "bad game has feature X" or "feature X didn't work in this game" is much more a question of how the pieces fit together then a statement that your game must/can't have feature X. As a game designer I think you have to figure out what the impact of a feature is, how it interacts with other ones, and then put it into play if you have a particular role a feature fills.
This seems a quote from 20 years ago, games evolved, players evolved most of all. Crits are plain, bad, there is no surprise only frustration, sure overcoming odds is fun, but crits are not odd, good developers present odds in form of many enemies, stronger enemies, powerfull abilities, not extreme RNG, thats very bad designing.
Also associating variety to crits make me laugh, to have variaties create many races, many abilities, a strong AI that use every trick, not just an autoattacking AI that sometimes make so powerful crits the player either dies or is just forced to play run etc.
Sure its a cheap way, in fact crits always existed and only nowadays they are slowly disappearing cause smart developers understood how bad and frustrating and unrewarding they are and found better ways to reward players without punishing for too bad RNG.