I think some OHKO mechanics are fine if used sparringly but I'm not a fan of them in general either.
They are binary, they leave no options, no room for reaction, nothing. If you're supposed to spread but two markers stack, them getting blown up is fine for me. Same as aiming a knockback you can't immune poorly and getting punted into something lethal or mistiming your immunity and sail over the edge.
But healers desperately need some form of skill expression and following a cooking recipe of "counter raidwide with skill x every 2min" because the rest can't be healed isn't it. I want something that rewards fast reaction and good thinking not being treated like I'm incapable of fulfilling my role outside of perfectly scripted, SE-approved unavoidable damage that occurs every 1min/ 2min to make it even easier for me to handle.
Thinking of everything that can make someone else do something differently than they planned to as "punishing, should be eliminated" seriously hurts encounter and class design. Vuln stacks limit the amount of mechanics you can eat, be it by accident or calculation for uptime/ mechanic cheese, but they also give the party more freedom on how to solve mechanics and healers an opportunity to show their skill. Any form of dots are also a good option. Or even a heavy and it's up to the healer to rescue the person into the safe zone for the next mechanic if they don't have some form of teleport/ dash.
Healers are already wrapped in enough cotton wool as it is, no need to remove even more things that may give them something to do.
I often encourage a party in Sigma to just ignore the adds, I'll heal through the stacks or a BLM to just stay in their Ley Lines instead of cancelling a Flare for a noodle aoe. I can heal through it easily and without loss, give me the option to do that. But the moment you add damage downs, especially in endgame content, or OHKOs you take that option away and instead leave me to only heal perfectly predictable, scripted and limited unavoidable damage or Swift Raise.