The "It's Channeled" line of thinking is less about "realism" and more about system consistency. It's a magic spell that heals wounds and proportionally reduces damage, realism was out the window from the start regardless of it's interrupted by stuns or not.
When I say system consistency I'm talking about the way we interact with game elements as game elements. Just about every thing in the game that roots you in place and prevents other actions such as casting, object interaction,and certain items will be interrupted by a stun as well. This isn't demanded by realism but instead by well-established game play conventions across many games. If there was some spell that let you move around while casting with no mention in the tooltip it let you do so and without a trait or class ability that established it as being different, it'd be weird. It could be balanced and still be very strange and feel kind of off.
When I say the change is "logical" I mean that it fits cleanly within the framework of abilities in the game, and within the context of RPGs as a whole. Certainly the trope of "Stuns and damage stop casting/channelling" can be traced to trying to simulate "Realism" with roots in D&D but we're kind of several degrees removed from that at this point.


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