I don't think I'm sold on the concept. I've played with bottle tests in Kill Team, and it's kind of a problem mechanic. Armies that are designed to be squishy naturally lose a lot of units faster than durable (read: marine) armies, so you end up creating this new variable that potentially screws over a lot of armies in the game if you don't implement it just right.
Also, I've personally never had my army bottle out and been... entertained by the experience. It's mostly just frustrating. If things are actually going so badly that I'm going to lose the game, then I'll just lose the game. But if I still have a chance at winning, it's annoying to lose that chance because of a dice roll that only exists to take away my chances of making a comeback.
Also, unless my memory is betraying me, Tau actually kind of had this in the first (couple?) books. It used to be that killing an Ethereal caused the whole army to freak out and start running away. Similarly, necrons had Phase Out which basically meant they lost automatically if enough of their non-vehicle models died. Both of these mechanics were problematic, unpopular (though fluffy) and have since been removed.
I get that 5 turn games can end kind of abruptly, but losing on turn 4 because a bottle test decided you just lose because reasons doesn't seem like an improvement to me. Also, it's worth noting that bottle tests make more sense in campaign games where running away means that you're not taking as many permanent casualties. So while you might lose a mission (and the benefits associated with it), there's a silver lining in the form of, "Well at least I'm not making an extra five tests to see if my leveled up units are permanently dead." In a non-crusade game, that silver lining doesn't exist.
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