I heavily believe in a principle I learned from Riot: RNG is only fun if you can do something about it.
They call this "input randomness," meaning players can be put into different situations based on RNG, and then they can adjust how they approach it. The randomness happens before the player acts on it (or perhaps between actions), so they can respond and still succeed (or mitigate failure) even if they get "bad RNG".
On the other hand, "output randomness" just changes the results of your actions. Sometimes it works, sometimes not, there's nothing you can do about it. Critical strikes in a fast-paced engagement are the typical example. If you crit, you can two-shot your target, and if not, you die instead. You perform the same actions, but you win or lose based on RNG.
So, applying this to MMO combat, we might get something like: Random procs can be good, but only if you (and your opponent) can play around them and have time to react/adjust...