I think the following would be a good compromise between entirely removing crits and keeping part of its current behavior:
With crits at lets say 25% crit chance you have a 1 in 4 chance of critting someone.
Flattening the output: (Flattening the output is where Critical Chance becomes a basic attack damage multiplier. 1% Crit -> 1% Basic attack damage amp). So, if you have 100 damage, at 25% crit chance each of your attacks will do 125 damage.
Over the long run after like 100 plus auto attacks you deal the same amount of damage. Over the short run relying on chance can either hurt you or give you huge bursts.
Solution: take a bit from both worlds
Such that you would do 112.5 damage per auto and have a chance of doing 112.5 + (100% of dmg x 0.5) so essentially adding half your damage to that.
so 112.5 plus 50 = 162.5. so the new max crit would differ by 200-162.5 = 37.5 dmg less from the traditional/current crit but other regular auto attacks have higher damage.
Overall your damage is more consistent without completely removing the appeal that critting someone gives you.