That's a solvable problem. The more dice you add the more stable the result and the less random the outcome is.
I don't think you are quite getting it? The problem is to cluster towards the middle, but not so much that the extremes are virtually unattainable. Adding more dice just increases the issue, not helping it.
It's frankly baffling to me that people are arguing that there shouldn't be any ACs too hard to hit for a low level character. Why? Consider something like, say, flight. The system does not at all care about creatures like dragons having flight, even though given the right circumstances flight is equivalent to infinite AC.
Some people feel there should not be unhittable foes, others are fine with it. Personally, it doesn't bother me if something has an AC so high a guard or kobold or something can't hit it.
The issue (as I see it) is more that people conflate "hitting" (rolling high enough to score a success against an AC) to
actually hitting (i.e. making contact) a target. Narratively, I imagine the guard or kobold or whatever possible making contact, but the attack fails to affect the target (actually getting to score damage).
As far as something like flight is concerned, if it is giving you an infinite AC, you aren't a threat really. Any situation where you are a threat and have infinite AC via flight, then the DM basically set-up a
kobayashi maru.
It's not like a character is just passively standing there letting their AC soak attacks either. AC is an active defence that involves dodging incoming attacks and moving around. Why is it so important that even high level characters should be hittable?
No, it isn't passive at all, and any attack against a passive target should (at the very least) gain advantage.
AC is a composite score that, yes, includes dodging and moving around (DEX) and the effectiveness of armor. That is really it unless you include magic. Things such as "skill, luck, favor, etc." are regulated to hit points, not AC. This is why your level has no impact, in and of itself, on your AC, but does increase your hit points.
Bounded Accuracy (as I mentioned upthread) shifted the goal posts in combat. Now, you can hit pretty much anything, but the disparity in power between adversaries means the amount of damage compared to hit points is less impactful. Before, you didn't hit as much in general, but each hit carried more impact because hit points were fewer.