Well, no, because you're forgetting the effect on the standard deviation. 20d6 does have an average of 70, with an SD of 7.6. This means 95% of all results will be between 55 and 85.
20d6 exploding on a 6 has, as you note an average of 84, but has an SD of 14.6, meaning it's 95% probability is from 55 to 113.
The probability density function of exploding d6's skews heavily upward, but has a higher variance. It's bottom is still rooted at the same point as non-exploding d6's, but its upper end is much higher than a simple look at the mean would suggest. In fact, the mean of the exploding function is right at the upper 95% boundary for straight 20d6, meaning that, on average, you're at least 50% likely to roll better than the upper 2.5% likelihood on straight 20d6.
And this same pattern holds across all xd6.
The upshot here is that you have a better than 14% chance on 20d6 exploding to roll over 100 damage, and a much less than 1% chance to do so on straight 20d6. You also have an almost 2% chance on exploding 20d6 to exceed the maximum value of straight 20d6.
So, statistically speaking, the chance of better damage is much higher than the means would predict.
While true, it still ends up with the average damage being in the 80s. I just rolled 20 times on Roll20 rolling. The results were (96+95+102+96+110+73+70+126+69+83+76+82+102+79+111+78+75+83+99+66)/20
= 88.55
9 rolls were above average with a couple really high damage rolls compared to normal 20d6.
3 rolls were at or below average for normal 20d6.
8 were between the averages for 20d6 and 20d6!.
This is definitely the simplest solution for additional fall damage and what I would recommend for someone who wants a rules light solution. It has the possibility that a 10' fall will kill a level 1 character outright; falls have a chance of doing catastrophic damage once in a while; and it still integrates with the fall damage mitigation features from some of the classes.