toucanbuzz
No rule is inviolate
I've been playing random initiative each round for roughly 15 or so years and also played d20 rolls for 10. It's super rare that a player ever "loses" a turn in randomized initiative because players tend to pick actions that have a realistic shot of occurring. It's a style of play for gamers who like tension and unpredictability. Instead of picking the perfect action, you pick the best one as you see it. You may not always get what you want the way you want it, and some gamers like that.This is a bad thing. If a player casts a spell and there's a decent chance it has zero effect because of randomness per round, please tell me how that adds to enjoyment at the table, which is the only true measure if it's a good thing or bad thing. Even with if some times it has a double effect, it's a net unhappiness as the lost turn plus resources spent is a bigger disadvantage.
Alternately, some like the predictability and board game strategic situation that cyclical initiative provides. You always know A goes before B and plan accordingly. There's no inherent right or wrong to either one, and historically initiative was a major headache for the designers when putting out 3rd edition. Rather than debating who's right and wrong, I tend to adhere to Tasha's Cauldron's #10: Have Fun. "Each group has its own style."