This interpretation actually works whether or not you choose to allow critical hits on such creatures. If you interpret crits as strikes against a vital area, then they have no effect because these creatures have no specific vital areas. If, on the other hand, you interpret a crit simply as a high quality or "ideal" attack, then it works normally because it applies more force to the target than a normal hit and therefore makes the animating magic work harder to keep the creature intact.
The view of the crit as a kind of "home-run hit" where you hit something juuuuust right is attractive, to be sure, but that still depends upon both weapon and target following the same laws of physics. Where bat and ball intersect isn't just a particular spot on he bat, but also a particular spot on the ball so that the transfer of energy from one to the other is damn near perfect. A great home run hit doesn't just leave the bat at one of a certain set of angles, it actually feels different. A normal hit may rattle the bat in your hands, but a great one may hardly tingle; it feels effortless.
The weapon you're wielding may still be following the rules, but the golem's matter is cheating.
It occurs to me as I write this that striking a golem might thus feel "wrong"' and unnatural in a way...like how matches didn't light, food & drink tasted wrong, and gasoline would not ignite in Stephen King's The Langoliers. Perhaps strikes would not sound right, either: a dull thud instead of a crack as you strike a Clay golem; the resonant ring of steel on stone or iron reduced to a muffled clank.
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