...You're getting warmer.
Rolling in an RPG is about indicating unplanned - and 'not to plan' - aspects. Roleplaying with 2d6 assumes the application of creative intelligence to extrapolate from game mechanic abstractions and random die rolls into storyline.
In the case of CT combat, the interpretation of the
outcome of the 'to hit' roll is up to the Referee. All it says is that a damaging hit occurred to the stated target. Simple - and elegantly powerful.
What part of the anatomy and to what extent is left to roleplaying and the Ref's determination based on the damage roll and the nearly unlimited state of any given roleplay situation. If the Player stated he was aiming for the throat - and the damage and the situation supports the notion - then the Ref might describe the hit as succeeded as planned.
The Ref can easily factor in such things as whether the target actually
has a throat, and its throat was reasonably exposed or vulnerable, or unreasonably so, but the roll was great and the Ref decides to exercise his dramatic license. The Ref can account for the 'believability' of a Player's stated intent, the level of skill and background of the PC, and the NPC's and combat scenario he has set up in interpreting the rolls. Trying to have the dice do all this with the limited range of 2d6 - i.e. a simulation akin to a computer that requires no intelligent application nor interpretation - will never succeed as effectively.
If a Ref is incapable of dealing with this level of abstraction - which I find hard to believe, given children do it naturally - then his games will suffer. <shrug>
If you want the dice and mechanics to do more so you don't have to, and/or to emphasize the gaming aspect, then CT's combat rules and use of 2d6 will come up short. I've tried a number of different systems, but, in practice, I find CT's simplicity amazingly powerful - a prime example of the KISS principle. YMMV.