I disagree - the system as it works right now gives players a high amount of control over their crawla hops. Removing the short bounce would also remove several strategies in time attack and match. Like everything else in the game, it's just a mechanic that you need to understand and learn.
Yeah, I need to understand and learn that if I let go of jump while falling, the let-go-of-jump action doesn't happen.
Edit: Well, it does, but first when I bounce on something.
I didn't say it should just be removed, I said it should be made so if letting go of jump while falling does make the let-go-of-jump action happen, but if that causes weird stuff (like falling quickly, then breaking the fall and going a little upwards due to letting go of jump), then it should be removed. In either case, it would be nice so that if holding jump while bouncing on something while player.jumping is false causes it to be true again, as well. I didn't mention that before, as the previous post was only a bug report, since they for some reason belong in suggestions...?
The way I'd prefer it would be jumping from the floor causes player.jumping to turn true, to allow one to break the jump, and letting go of jump or having downwards momentum makes it go false, to work around accidental "mini bounces", but if holding jump while bouncing on something, player.jumping would go true again, to allow one to break upwards momentum again.
That would not only "fix" accidental deaths by you thinking you get a high bounce when you only get a slight one, but also be useful for experienced players, giving them greater control over their enemy/monitor bouncing.