no, it isn't.
causality implies the ability to find out the cause, understand it, and make an informed decision or influence circumstances to your favor.
in a fully emulated system you can affect the chain of causality at any level, even if the consequences aren't fully clear to you due to the chaotic nature of the system, and you end up with a causality sandbox that draws you in (hmm, ok, i changed that and that and that happened, if i change that, maybe that and that will happen instead).
randomized outcomes essentially force the player into learned helplessness or reliance on outside information sources, and i don't see how that is a good thing.
if you want to randomize c&c, randomize the starting conditions instead of the outcome, and still give players the ability to gather information on the situation based on their characters' stats.