What doesn't produce fun: the dice say you rolled a "success," but then other rules swoop in to say, "no, you failed."
It is extremely common for
count success systems to have situations where situations require more than what the system defines as a basic success in order to have a desired effect. Most often in combat.
For example, in Alien, it's extremely common for needing 3 successes to hurt a given zenomorph, despite difficulties being assessed as number of dice added/subtracted to/from the pool before the roll.
In L5R 5e, with certain special abilities, it's possible to trigger a range increase... So, I have a range band 2 weapon that, using my special ability, allows range band 3 attacks... but to trigger it I need at least 1 success (in order to hit) and at least 2 opportunity to trigger the range expansion. So If I keep 5d and get 5 successes, but my primary target is at range band 3, I just missed... at best I can only keep 3 successes because I need 2d showing an opportunity
In oWoD... roll to hit, count successes. Target reaction may cancel some successes. remaining successes add to damage, soak reduces damage. So a success to hit may not actually hit... given the dodge. And an actual hit might not do any damage.
Even in some
3 level or 4-level outcome systems...
Palladium has for combat critical hits, success, partial success and failure. (Partial: you hit the armor worn, doing SDC to it, rather than the wearer. Success bypasses armor.) It also has parry/dodge rules... so quite often, a partial or full success gets negated by success on the parry or dodge.
RuneQuest (edition dependent) has 3 to 5 levels of success in combat. I know third best, so that's the choice to show.
Crit Success, Special Success (=Impale), Success, Failure, Fumble. On a success, you do base damage roll; that roll may be less than the armor in the location hit, and effectively nullify the hit. Likewise, it has a parry/dodge option, a success on which can negate the hit.