Not in any of my settings/campaigns/games. Mechanics are, at most, a very loose approximation kinda-sorta-maybe-not quite of the "physics" of the world. Mainly, they're tools that help answer the question "what happens next?". Casting mechanics in the role of physics always struck me as a sure-fire may to create a ridiculous, cartoonish video-game of a world (while intending to do the opposite).
But "what happens next?" is all physics really is. When X thing happens, it causes Y thing to happen.
If both a Fighter and a Wizard receive the same outcome in a combat (both knocked out), then the rules say "what happens next"; in pre-3E, barring magical healing, the Fighter will tend to take much longer to recover than the Wizard.
You say it's incorrect to even question this. That doesn't make much sense to me.
Now that's funny! I don't think mechanics have much to do with the 'world' at all. The world, the setting - they're fiction (and should be judged as such). Mostly independent of mechanics.
But if the mechanics flatly contradict the world, then why would you want to use those mechanics for that world? If the mechanics aren't useful for governing how the world operates, and predicting how it reacts to what the players do, what's the point of the mechanics?
Obviously, mechanics don't cover every aspect of how the world works. But within the domain of what the mechanics cover, should they not reflect and determine how the world works?
Regarding 4e Healing: Being able to go from "near death" to "full health" in 24 seconds, without magic, isn't in the same time zone as "making perfect sense".
No, it doesn't make sense to go from "near death" to "full health" in seconds without magic. But that's not what the mechanics imply. Since HP is abstract, it's up to you to decide what they actually represent within the game world. Therefore, it's on you if you decide to make them represent something impossible, when a perfectly reasonable explanation is available: that the character wasn't "near death", but simply knocked senseless for a moment, winded, or even just had their morale broken.
It makes perfect sense to go from low, or even negative, HP to full without magic because HP are abstract. 4E makes sense because it treats healing as being as abstract as damage has always been, whereas previous editions treated HP recovery as though every point of HP represented actual wounds closing up.
I've seen the "magic force field" approach, whether you call it "abstract damage" or "he spent 12 hit points avoiding the axe", it still doesn't explain why similar wounds require vastly different amounts of healing. And they certainly don't explain why a person with "magic force field" type points can be poisoned by a dagger that (by that rationale) never actually touched them.
Well, 4E fixes the first part, with the healing; the abstract damage that HP has always been now actually makes sense here.
The poisoned dagger still doesn't make perfect sense, but can at least be justified as the attacks being superficial flesh wounds that are themselves not very dangerous or hard to ignore, but sufficient to deliver the poison.