I'm just going by people I've seen who had problems with metacurrency who would absolutely have expected to treat things like the variable hit points as actually describing the world (and it sounds like maybe the ones you're talking about would too), and I think that's sometimes a problem; a lot of people don't really want to deal with the idea that hit points really are meat points either, but at the end of the day, variable hit points are not any more "realistic" than one where people have someone can get lucky and luck is represented by metacurrency at least.
All I will say (hopefully

) about the nature of hitpoints/meatpoints is that they have never caused much trouble for me in actual play, no more than hitboxes or metacurrency or whatever. In theory having multiple tracks (as has been done in D&D optionally a lot) can alleviate some issues, but IME it's a wash whether or not it's worth it.
(As I acknowledged in another post, I'm aware some people can deal with that and not with scene editing, and I understand the distinction there. People who can deal with level variable hit points but not "I didn't take all that damage" metacurrency I kind of can't.)
I think at this point it comes down to "works for some not others". I agree that they can be played out similarly and that's why I mentioned that metacurrency can be a lot of things.
I did, indeed, assume at least some elements of actual, well, realism where an issue when you used "real". I suspect something like--hurm, "solidity" might have been a better term.
I admit the terms aren't always best, we have plenty of words to describe the idea but they often have particular connotations ie; Immutable and solidity seem to indicate the world is resistant to change, when it isn't from in in-character, in-fiction, in-world perspective. I like fidelity, but it's not all that clear to many and often gets interpreted as "realism" and discussing realism is a quagmire.
... The scene-editing part is a bit more of a step, but for a game where that kind of narrative control is appropriate I don't have a problem with it, either (though I'm not sold it always is).
For the record, I have 0 problems with it, same for many people I have played with who have the preference I keep mentioning. Not saying you are arguing otherwise but it's very common these days for people to hear "that's not my favorite, or I don't like that" and hear "It's terrible and shouldn't exist". Have had tons of fun playing storytelling games and ttrpgs that lean into storytelling, just because it isn't our favorite type of game doesn't mean we hate it. Very glad we have a few games that scratch the particular itches we have, and that some games are flexible enough to support a variety of preferences.
Personally? I don't see the difference between the players declaring changes and a DM declaring changes.
The GM "declaring changes" is also an issue for the people I mentioned.
Okay, if you are looking at it as similar to the roleplay for therapy, you might see why this is something we are considering could be a problem for the table.
Nope, you are just trying to associate "therapy" with "bad", while I was pointing out that the example you provided as "not roleplay" can clearly be roleplay, and that this is an established idea (probably older than ttrpgs).
Okay, are telling the jokes in game, or out of game? Serious question.
Huh? You were talking about puppets.
Because if they are telling jokes in the story... they are crafting a story.
Nope, not what "crafting" means.
The problem is you are acting like making a decision in character is the same as dropping something, or it is the waste product of the game.
The problem is, you are acting like making a decision in a game is the same as crafting a story.
But making a decision for what your character is doing is the main driving force of the game. Without that there is no game. It can't be seen as an accident or as a waste product.
Making decisions is the main point (outside of more story-telling type games where the story can be the main point). Of course it's entirely possible to have a game where "making a decision for what your character is doing" isn't a part of the game, and despite what you say, there is still a game, it just isn't a roleplaying one (see; storytelling games).