The only fumble rules I found to have any value were the ones in Hârnmaster. It's a d% based system, and every roll divisible by 5 (i.e., the x0 and x5 rolls on your d%) is a critical success or failure: if you roll below your skill mastery level (expressed as a percentile), you got a success; if above, a failure. CS and CF (critical success and failure) only add slightly to the overall effect of your action, so normally you only really notice it if an attacker's CS meets a defender's CF. There are other important rolls involved (e.g., hit location, stumble or consciousness roll, etc.), so the outcome of a single skill check rarely does that much on its own. Also, the way they implemented it results in more chance of a CS for very skilled people, and more chance of a CF for poorly trained people. I like.
In D&D, with its swingy base mechanic and very short combats (measured in rounds, that is)? Fumble rules, I hate.