The intended behavior is that Critical Recovery procs 100% of the time if the hit leaves them in critical condition (25% HP). Originally, there was no way to prevent that. The intended counter was to only use high-damage attacks to finish them.
However, given that small, separate hits are extremely common in Alvora due to weapon augments, in v1.03 I've patched it so that Critical passives only fire if the target is not disabled/stunned/asleep/etc.
In the future, if I can figure out a good way to implement it code-wise I'd also like to make it so that Critical passives can only activate 1x per attack.