Yes, Revenants are not nearly the fear inspiring beasts they used to be in Origins. I used to generally worry a bit about fighting them whenever an encounter happened, since I was usually geared and skilled for different kinds of encounters. The only ones remotely difficult are in That One Side Quest that nets you Demon Slayer or whatever the achievement name was in the end. And that's because a) they're named meaning

they have HP up the wazoo. And there are two of them + 1 named undead.
I don't necessarily mind this as much as I'm annoyed at the lack of 'grab' by Ogres and dragons, and pounce/overwhelm/whatever attacks by beasties. Oh, I suspect I know _why_ they were removed. I just don't think I can ever accept the reasoning.
After all, there's no reason I can see that the shield bash, pommel strike, stone fist and whatever couldn't still be used to force them to let your characters out of the cinch. Hells, you even added physical force stats to attacks. That would make calculating cinch-breaking attacks downright _easy_. It just seems like they went and scrapped the old almost entirely for the sake of the new. Which is very disappointing, robs mages of much needed burst damage capability, and makes the game look less ... matured (not a typo). Compare, if you would, the lack of finisher animations for when you're going against big enemies (or even critical-hitting and killing a normal one). Instead we get gore explosions. I liked those. They were purely cosmetic, yes, but they added to the kind of atmosphere Origins was trying to project. It's a pity they didn't make the transition.