I think with such a small Absorption distance, it's just repeating the absorption calculations so much in a refracted ray (it ends up passing through so much of the material) that it turns black. Since a small bump likely won't affect absorption color too much, simply doing a straight coloring of the Refraction would work better.
If you really really wanted some variation in absorption based on the bump (thought likely it really wouldn't be visible in reality), you could set a larger absorb distance, tweak that with the refraction set to white until you got some color in the bump areas (rather than going black), and mostly clear otherwise, and then tint the Refraction.
BTW, it's not specific to procedural bumps, bitmaps do the same; and displacement does too.