(Almost) no mechanic is bad
It's very difficult for a single mechanic to be bad. Unless it causes harm to a player's health or well-being, pretty much every mechanic could potentially be part of a good game.
There are two big objections to crit chance stats which I often see from players: "Crit is just another flavor of damage" and "Random crits diminish the effect of skill." I'll address both.
Crit as a calculation
I've sometimes heard crit jokingly called "Yellow attack power" (in a multiplayer game where crits show up in yellow text and normal attacks show up in red). This is because of the perception from players that because only the long-term expected value of damage matters (which was true for that game), crit and attack power could be thought of us just two different flavors of the same stat.
Such jokes aside, I'd contend that having yellow attack power isn't a bad thing.
Simple calculations aren't bad
If you have a game with attack power and crit chance, and the expected value of damage over time is a simple multiplication of the two, and the player can freely assign points between the two, and there is a trivial calculation that the player can do. Even if all of those things are true, that's still not worse than only having an attack power stat that grows quadratically.
Some players enjoy calculations. Calculating the most optimal stat build engages players' senses of accomplishment and mastery, even if the puzzle is easy enough to be solved by elementary schoolers. In fact, if you're making an RPG that's designed to appeal to elementary schoolers, you might consider including a lot of simple calculations like that so that they can have optimization puzzles to solve that are on their own level.
Most calculations aren't simple
In modern games, you very rarely have a binary choice between x points of "attack power" and the same points of "crit chance." The most common way is that players pick items as complete packages. Players can't pick and choose individual points - they can take the gloves with +60 crit and +20 damage to pair with the chestplate of +100 damage and +40 crit. Finding the exact combination of items which gets them closest to the optimal ratio of crit to damage is an NP Complete problem - though often presented at a small enough scale that players can solve it (or look up the answer in a guide).
Sometimes, it's not a calculation at all
Sometimes, the difference between a sword that gives more crit and a sword that gives more damage is so complicated that it can't fully be solved, even by the best players or modern AIs.
Consider a roguelite game, where players are frequently resetting their build from scratch, but where they must replay the early levels of their build in order to do so.
Suppose that the player starts with has 20 damage and no crit chance, and crits deal double damage. Early on, they are presented with a choice of either +20 damage or +25 crit chance. This might seem like a no-brainer - a choice between either +100% DPS or +25% DPS - but if damage grows by +10/level while critical chance has no automatic scaling, then the two choices become incomparable.
The +damage option would serve weaker players who are struggling with the early stages of the game, while the +crit option would serve more experienced players who are confident that they can reach the stage of the game where the crit will pay off.
This sort of trade-off can increase both the replayability and the approachability of the game overall (both important considerations for a roguelite!): beginners who choose the +damage option will progress further into the game than if only the +crit option were offered, which makes the game seem more approachable to them, while players who choose the +crit option will be effectively playing the early levels of the game on a higher difficulty level, commensurate with their greater skill and make it take longer for them to get bored of it.
The role of randomness
Critical hits being a random element that inhibits skill is another common objection. After all, in a good game, the best player should win every time, right?
No, the best player shouldn't necessarily win every time, actually
For a competitive game to succeed, it needs to be fun to lose as well as to win. Games which are only fun if you're already winning, it will have a hard time retaining new players, who lack the skill to win consistently.
One of the easiest ways to make losing fun is to make losing feel like winning: If games are played best-3-of-5, with enough randomness in the game that a rookie can hope to win at least one round, then the impact of their overall defeat is blunted because they got to experience victory while losing.
This is (I think) why Magic: the Gathering requires that players build 60-card decks even though in most games, they will only see about 20 cards from them - but also treats best-of-three as its premier competitive format. They could make the game more consistent by allowing 40-card decks (outside of limited) and then not need as many games to decide winners, but doing so would make losing less fun.
If it averages out, chunkiness is exciting
Even if the game is best-of-one and competitive, there's still sometimes some merit to including some RNG in combat.
A critical hit is a moment in the game, which can be emphasized in the game's sensation - such as by screen shake, popping out larger damage text, playing a more impactful sound for that attack, and sometimes even having a more dramatic attack animation entirely. These sorts of things can create break up the monotony and make combat feel more engaging, well in excess of the actual mechanical impact of critical hits on the numbers.
Crits aren't for every game
There are situations where the cons outweigh the benefits and neither of the arguments above apply. For a highly competitive game where fights are often determined by thin margins and where the predictability of the game is an important part of its skill (like fighting games), crits would do more harm than good. A competitive game with long match-times which are played best-of-one might suffer from including them. Even if crits average out enough that over the course of a long match, the winner is still almost always the player who played better, crits can make the match feel less legitimate.
Also, not every game needs or wants the effects that crits have on combat pacing. Games where skill already creates variance even in the resolution of an attack (like headshots in first-person shooters), wouldn't benefit from adding crits. Games where individual attacks are so common that emphasizing crits would be meaningless noise to the player (like Starcraft and other RTS games) can't use them to create pacing. Indie game which can't afford the level of sensory polish needed to take advantage of crits would not benefit from including them.
In the end, crits, and crit chance/"yellow attack power" is just another tool in the designer's kit for building different experiences. Sometimes it will be the right tool, and sometimes it won't.