The same thing was broadly the case in Infinity, albeit implemented in a "top-down" fashion.
In 2nd edition, if a stat boosted over 20, then any excess was added to the critical range.
A critical would normally happen if you scored exactly what you needed on your D20, and you would automatically win any face-to-face roll off (except against a higher critical), and usually also skipping the wound roll (or whatever relevant effect). If a character somehow ended up with a (modified) stat of 23, for example, they would end up with a critical range of 17-20, giving them a high chance of automatically beating their opponent.
This was changed in 3rd edition so that the excess after 20 was added to whatever roll. Any final result of 20 or more is rounded down to a 20 and is automatically a crit. As such, a character with the same stat of 23 would now not be able to roll less than 4 (as even a roll of 1 would have the excess +3 added to it), and would have four chances to roll 20. The main effect of the change was to make high stats considerably more meaningful.
Ultimately, I kind of want to do the opposite - make high stats formidable so that they are a challenge to beat in face-offs, but without piling too much on top of their advantage of basically automatically passing. I'm fairly happy with the current IRE implementation, actually. It does mean that stats in the low 100s only occasionally see a very minor bonus - a stat of 105 isn't really much of a bonus, but in any implementation that saw them get any particularly large benefit, Space Marines with strengths of 120 or more would be really ridiculous. (Obviously, they should be nasty, but in the interests of gameplay and fun, you don't want them to be too unbeatable).