I generally don't recall this being a thing, however it has been a while since I last played. IIRC, you had to activate a model on your turn. You couldn't skip. I played a number of tournaments and I never saw a turn skipped.
In response to my other post, here's the correct probabilities. I ran them quickly in excel, them realized I didn't handle the permutations properly so had to redo it in R, (Im in work so skimmed through it hence the lazy math).
Purple line is raw percentages. Yellow line is those same percentages bounded to the list of probabilities. Assuming all 8 hits deal damage (Treating 1's as a success cause the math is easier, although the probability distribution will look similar anyway) .
Blue bar is 1/4, orange is 2/3. As you can see, orange has a tighter spread than blue. But, its min damage is significantly higher. Blue has higher range of outputs, but a much lower damage at the bottom end of the damage output.
Once the probability of the expected damage is factored in, the damage curve over N games looks like this:
Yes it is more predictable, but requires the game to be designed with tools to offset this higher damage at the lower end. Given the low probabilities of crit, this could make some for really grindy games.
Edit, forgot to add average damage is : 9.43 for blue and 24.89 for orange