While this had an exceedingly D&D-type game feel in it's title talking about 20s and 1s, it is posted in TTRPGs General so I want to talk about other types of systems.
In a game like Mothership (Alien franchise-inspired SF) or Call of Cthulhu, I like the added swinginess of critical successes and failures, both in combat and out. The characters are intentionally out of their depth, and have a real chance not to survive. So a character failure due to this is just an more epic story to tell, and a huge success just feeds how long they can survive, giving them a win against long odds.
In games where death is not a common stake for overcoming a challenge, I'm okay with critical successes and failures. Since before the written word, we've had storytelling and they have had up and down beats. D&D and many of the games that it inspired put failure into a place where it can cause character death which is unfun for the player. But in stories, character failure is just a different fork of the plot, and should still be fun. So having those in an RPG is just fine, and if some of them are bigger, that's just varied story emerging.