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This, basically.
A lot of the difficulty in combat comes from the fact that every action has consequences, and can't easily or suddenly be interrupted whenever. In terms of using stimpacks, it means your character needs to slow down (so stop sprinting, if you were doing that), flag to BD-1 that he needs a stimpack, BD-1 needs to throw the stim out, Cal needs to catch it, and then inject himself with it.
Any sudden and unexpected attack during this whole process will interrupt it and end up with the player not being healed -- even if the audio cue were played.
Other aspects of the combat acts in the same way, such as how executing an attack "locks you" in the animation of that attack, and you can't easily interrupt it yourself.
Basically the combat is geared towards a more conscious, slow, and methodical approach over a button-mashing approach.
You'll get used to it eventually.