A couple of posts ago you said that abandon has next to no influence on gameplay. Now this is suddenly a defining trait of CoH? That's actually a quite poor trait then...
You too are missing my point.
Again, collection of these small mechanics is what makes the game for me and over the time, gradually, we see them being nerfed into complete irrelevance and removed shortly after, in endless chase of e-sports that will never come.
Some indeed were pure cancer, but they also were overabundant(blizzards, deep snow), but this one decides things too rarely for me to get so worked up to get rid of it and I don't understand people who don't play the game for money who are so against it. Some of these people act like it worked same was as in Men of War series(aka you're more likely to lose crew then actual tank).
Blizzard, driver injured, crew shock, random stuns, OKW elite units moving down everything, Axis default win in the late game, UKF emplacement cancer,... all got removed, because they actually hindered gameplay. Yet this is how Relic initially wanted to define CoH2. But I'll tell you what: had they stuck to all this, CoH2 would probably be a dead game by now.
Now you're just throwing horrible balance decisions and these "game turning" mechanics into the same bag with no distinction despite these being completely independent things. No idea why you even mention criticals, because outside of singular ability that had them as oversight, they never made it out of beta anyway.
And as I have said, its about how often you encounter it, blizzards or deep snow was something that was in every 2nd game and that indeed hindered on gameplay. Abandon however, even if you encounter one every single game, you're lucky if you can recover it in one every 5.