I understand that.
To be fair, PoE isn’t D2, and it isn’t trying to replace D2 either. It is undeniable that it was STRONGLY influenced by D2, especially in the beginning, but it went through innumerous transformations and became its own thing. Naturally, it ended up appealing to a broader audience than just D2 veterans which might have been it’s initial playerbase. The devs go really damn insane with those patches. They really try out all sorts of different things and mechanics and… Sometimes they go overboard.
From my understanding, those volatile mobs actually ended up being a badly planned addition to the game. Not because they’re a challenge, but because of the way the game is balanced (remember, this isn’t D2. In PoE, damage scales in ridiculous ways and it’s not uncommon to get one-shot even with the tankiest build mathematically possible), makes it so that the resources the game usually offers to tackle strong enemies (curses, CCs, debuffs in general) are useless against them, because dead mobs are immune to all those. So, they ignore the vast majority of defensive mechanisms the player may have at it’s disposal, and leave it all up to the character’s numbers (resistances, ES, life, whatever damage mitigation he has), and, again, due to the ludicrous damage scaling of PoE, those numbers are often simply not enough to save the player from getting instantly taken from full health to zero.
Added to that, the fact that the models themselves are difficult to vizualize, often hidden under other effects or even spawning under the player…