I found that interesting because it pretty much describes my main point of contention with 5th edition Dungeons & Dragons. I prefer 4th edition Dungeons & Dragons, whose combat has with some justification been described as "slow". Basically in 4E everybody has a lot of hit points, and you need several good hits to bring an enemy down. In 5E the characters have a lot less hit points, deal more damage, and thus fights are over much quicker. But because of what Talarian describes, the 5E combat is much more likely to produce random results. In 5E it matters less whether the player has good tactics or otherwise made good choices, he can be downed in round one by a critical hit before he even acted. Fast, yes, but for me that speed comes with too much of a price.
I especially hate critical hits in 5E. In 4E a critical hit deals maximum damage. Only at later levels, when you have magical weapons, do you get additional dice to roll. In 5E you get double the dice on a critical even at level 1. So a simple arrow dealing 1d6 damage does 6 damage in 4E, and 2d6 damage in 5E. Which very much opens up the chance of the high attack roll being followed by a high damage roll, for up to 12 points of damage. Which knocks out most level 1 characters.
Of course the early death of a key player can create some good narrative. But it also removes damage potential from the player's side, so makes the combat slower again. From a social point of view it is awkward having a player just sit there, not able to participate, just rolling death saves for the rest of the encounter. Especially if it is due to no fault of his own.
I guess that is a typical example of me putting gameplay over narrative. I would like the outcome of a combat to be determined by tactics, not by chance, even if that makes the game more predictable and less fast.