It is a great mechanic in that it is realistic and is in a kind anti-gameplay (because of random chance). It shows that they are willing to do gritty stuff.
In my perfect game, I however would design Ships more like Airplanes. Think about it: on land you can have a constant line of communication to your army, messengers running back and forth. On sea, you can‘t have someone in a small boat paddle over to them. Rather, you send the ship on a mission and when they return back or pull into another port, you can give them another mission. That is, until Radio is invented of course. So for me, every ship would have a home port and you give it a mission „explore along the coast“, „find another continent“, „defend this region“, „defend this trade route“, „attack that region“. Because of the region system, that could work smoothly in Humankind. There‘d be less micromanagement and you can have that „lost-at-sea“ kind of events as well. For gameplay reasons, you‘d still see where your units are moving though.
(I know, this ain‘t gonna happen, but I‘d just wanted to state that I would find that smoother than the current lost-at-sea thingy).
It leads me to a question though that I‘m quite curious about: HOW will they implement air units? It has seldomly been done satisfactorily in a 4X-game and I want to know what their solution will be.