That is correct.
If anything, there's less reason for the exploding dice system as it currently exists for 5E than for previous editions, since players do not need to roll an attack again to confirm a critical hit.
That stated, for most players, only 1 in 20 attacks will produce a critical hit. Rolling extra damage for the other 95% of instances may be a little cumbersome, just a thought.
I am considering a houserule that would bypass the issue entirely. A [Critical Hit] adds max weapon damage to whatever was rolled the first time. But even if I implement it, that would only be for my game.
P.S. Gknight, if you need more dice roller rows, hit the add reply button rather than using the quick response window, it opens up quite a few more spaces.
This game seems to have some timing problems: Daishain’s 5e Dungeons & Dragons Rules, Q&A, And Support - Page 785 of 786. Whereas they are saying the issue is on one player it is really the task of the Dungeon Master to move it along. You may wish to set a standard time where all input should be in or you will move along. Please see: Game Master's Schedule Or Stop Waiting On Slow Players Guide and Waiting For Slow Players In Role-Playing Games.
Has this issue really become a problem or question of timing? With one player? I've never known this game to have a problem before in this regard. However, I'm well aware that Daishain prefers a reasonably quick timely response, from players.
If I know that I cannot participate in a quick timely manner, in advance, I would inform him. If it were to be a lengthy delay, would then ask him to utilize the character as a NPC, if required.