It was likely a balance issue that it was taken out. Many spells only require a single success to be effective.
Take for instance a Control Thoughts spell. Force only caps the hits and effects how long it takes for the victim to get a chance to shake it off. Opposing that is the victim's Willpower (+Counterspelling), typically this isn't going to measure up too great against a good mage's Spellcasting + Magic (+Foci).
The real limiting factor that will keep a mage from using this for everything is going to be the Drain, that and possibly a mad GM. If you could take some of those dice you likely wouldn't need anyhow and then put them into Drain Resistance tests, it would make it much more efficient.
After all, on average it's 3 dice to a hit, an opponent without Counterspelling would likely only have a dice pool between 2-6. That means on average the defender is only going to get 1-2 hits on resistance. A mage with 12 dice doesn't really need to worry about beating (on average) the target. If they have anything more then 10 they could safely have just applied it towards Drain Resistance, and with Foci added in it's not that hard to get pools around 18-20 dice.
I like the old rule in terms of style and theme. But when it comes to spells that don't require high Force, don't need too many hits, and can have dramatic results... I think that balance wise it makes more sense to not allow it. A real shame because as a theme I love it.