The OP is mistaken in the definition of healing surge, whether and why such a statistic needs to be in a stat block, and what the fact that healing surges aren't in NPC stat blocks means. It's a shame any conclusion was based on these mistaken assumptions.
A healing surge isn't the ability to heal 25% of HP. It's the potential to heal that much or even do other things, based on the trigger/use. A healing surge, then, is a resource tapped by other powers, such as second wind (use a healing surge to heal as a standard action) or the cleric's healing word (allow an ally to use a healing surge to heal and add 1d6 to the total healed).
NPCs and monsters do have a certain number of healing surges. That number is easy to remember, and it makes an NPC or monster far less resilient than an typical PC—on purpose. (PCs are extraordinary heroes of great destiny.) Only exceptions to the norm need to be shown in the stat block.
Most NPCs and monsters aren't exceptional in this way. Therefore, no need exists to repeat in the stat block the basic number of surges a particular NPC or monster might have. So typical statistics don't show that number.
In my game, the 3rd-level PCs have an NPC elf archer (from the MM) with them as a guide. They've had little trouble healing him, since the party's warlord can trigger the archer's healing surges. The archer himself can use his own surges outside of combat.
Plenty of ways can be had to manipulate how surges work in the game. That's part of their fun. Part of the individualization of the D&D game is tinkering with the parts. I can't wait to see the ways DMs customize healing surges in their games.
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Chris Sims Designer Wizards RPG R&D