sorry but random charges takes away from tactics. in days when troops used to charge a general knew the sort of distance he could get a charge from and used it in his tactics.
the same in wargames, you know how far you can charge, you know how far the enemy can charge. this is something you build a tactic on. now its all down to a bit of luck, nothing tactical about that unless you count getting close enough to not fail as tactics, which is actually just playing the dice.
the more dice are involved the less tactics are.
WHFB was mentioned as it being good for, this is also false. in WHFB you manoeuvre around the enemy to your best advantage then charge, but now you can guarantee at least one of those tactical manoeuvres will fail purely on luck, no matter your tactical brilliance in positioning the forces at your disposal.
and never said go back to 2nd ed, but yes 2nd ed was so much better than 3rd onwards as it wasnt about making marines harder every edition (see power weapon changes for this editions attempt). actual move stats for different races, making the decision between charging or walking and shooting, not doing both. actual to hit mods when shots would be more difficult. armour save mods when weapons are more likely to go through armour. you dont have to go back to 2nd to implement these but it would put off alot of the kids because it actually requires thinking about charge distances, simple maths etc which 40k no longer does require. either get the save or not, roll the dice and get the charge or not.
yes simple can be tactical but unless you are a fanboy 40k is nothing about tactics, its about rolling buckets of dice and praying to the gods of luck.