Interesting discussion. Thing is, since "normal" attacks in D&D basically are a character swinging at the general area of his opponent, trying his best to land a solid hit and do some significant damage, critical hits should be those rare "YES! I aimed for the head and HIT IT!" attacks that can happen in a fight through a combination of luck (rolling the Threat) and competence (rolling the Confirmation), and that simply damage something critical to the opponent's health (or in case of undead/constructs, their structural soundness

).
As such, I would only exempt the oozes from critical damage, but everything else does have some parts that, if hit strong enough, will lead to a faster demise.
Sneak attack, on the other hand, is expressively described as the rogue stabbing for the vital parts of some victim, which is why opponents without discernible or unknown anatomy, for example, are immune to sneak attack damage.
I'd prefer to have those two damage types treated differently, since they represent something different in the intention. Immune to crits should apply only to creatures that really don't have any more vulnerable spot on their body. Sneak attack immunity should apply to creatures where the rogue simply has no idea what to hit for greater damage, and should be remediable by offering feats based on ranks in Knowledge (Undead/Constructs).
Heh, and another idea that will probably fester into a houserule sooner or later.
