It is an important distinction, I think, and I'll try to explain why I think so.
The best example of "partial success" is PbtA games; regardless how you feel about the system's merits, it is nonetheless the most influential and most overtly invested in the concept of a "partial success".
Consider the granddaddy of it all, Apocalypse World, and one of its most fundamental moves "Do Something Under Fire". Though we've since generalized the '6 or less, 7-9, 10+' shtick as '7-9 is a partial success' that isn't what it says.
"7-9: you flinch, hesitate, or stall: the MC can offer you a worse outcome, hard bargain, or an ugly choice"
The partial success inherently ties the partialness/incompleteness to the task. This is not a bad thing. It means that, when run correctly, every consequence is tied to a player-side prompt.
Turning to EotE this is not the case. Consequences need not be tied directly to the prompting action; this is both a good thing and a bad thing.
It CAN be:
>The criminal does not reveal his boss' location (Failure) but does tell you where to find less tight-lipped cronies (Advantage)
OR it can be:
>The criminal refuses to reveal his boss' location (Failure) but he is intimidated enough not to stop you from robbing his spice-money (Advantage).
That first situation fits very well in AW's "partial success" philosophy; you are getting less than what you want, but not nothing. The second is not as good a fit because a fistful of cash is just a good thing all around.
This speaks to each games' relative theme: Apocalypse World is about making do, about a hardscrabble world, about gritting your teeth through the awfulness. By contrast, EotE wants you to be a devil-may-care freebooting hero. It invests players with more agency in resolution and, by allowing disconnect of Advantage from Success, allows unqualified good things outside the immediate Did/Did Not metric.