This sort of thing has been around since the dawn of RPG. Hit points themselves have always been a feature of pure fantasy. It's an abstraction for the sake of player enjoyment.
The made point that from a starting point, stuff was removed. So basically, that stuff was lost since the dawn of RPG.
The way to modelize health has nothing to do with the disappearance of features that existed.
One way to distribute minor, major, lingering, niggling, enduring, permanent, crippling, maiming injuries is to compare the damage done in one blow to max hit points.
Avatars have grown less human over the years. Injurying oneself, freaking out, losing control etc are all human.
Over exertion, being pushed to the limits are human condition.
Avatars are now deprived of all that side of things, which was not the case before.
Avatars are a one way street now. They grow stronger, they do not grow weaker.
In the past, there were systems that supported the deterioriating effects of age, past a prime, an avatar would lose capacities. It was up and down. Now it is up only.
Implementing a feature that players do not want because they do not like it is not possible.
Rest relates to exertion and players do not want their avatar to be subjected to over exertion. It sucks.
Players speak about choices and consequences, big decisions and stuff.
Players say they want a world that record their actions.
Rimword was thought as a human adventure. Pawns rising to characters through care.Being pushed, being over exerted, being injured, being crippled was part of the journey.
In Rimworld, small communities used to go through difficult times. There could be harsh times of recovery, stressful times that would push pawns, exert them. With a mature connection to drugs as drugs could help go through the harsh times.
A community could be hit hard and recovering could be even harder.
Players lobbied that out. They did not want to face decisions attached to it.
Rimworld has an organic way of growning relationship between pawns. Not taking care of a pawn could lead it to be incapacited. Big decision because what to do with the pawn. There were options, several ways of killing it, conserve it etc
Players did not want to face that dilemna, so now in Rimworld, everything can be undone. Dead pawns can even be ressurected. Because players did not want to cope with consequences that can not be undone.
Players resented, got angry that a pawn could be effected by loss of a friend. Two pawns became friends, for example because one risked its life by rescuing another through enemy fire. One pawn is incapacited in a later battle, it is dead weight, it is terminated. The remaining pawn mourned it. Unbearable for players who resented it as a penalty.
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