I think you are thinking so far off the mark that you are ignoring what the players
can't do & why they
won't do it when given the chance. The DM is entirely under the thumb of wotc's design on this. The players are dropping to zero because they lack tools to do otherwise & the design is too beneficial for them to ever consider accepting alternatives.
In one of my games I gave the players the ability to learn & prepare a
1d8+5 first level cure spell, a
2d8+10 second level spell. & a
3d8+15 third level spell with the restriction that being healed by them resulted in your next long rest taking a number of days equal to your level to complete a long rest. The campaign is sandboxy & time is pretty much never much of a problem several months in but the player response was I quote:
"why would I ever prep* or cast any of those when I can just let the damage go away when they hit zero & bring them up normally after without the cost". The "characters fall to 0 so often that "pop-up" healing is a thing" because they lack the tools to do otherwise and the entrenched system is so good that no player would ever willingly abandon it no matter what they are offered.**
* at the time this was said by a healer archetype cleric who counted all of them as prepared automatically for free and would add their wisdom mod on top of that much larger heal.
** In addition to +2/+4 attrib items capable of going above 20 that same group has recipes to make "cursed" +2 & +4 attribute items that strip death saves & go back to death at -10 but are likewise asking every merchant for attrib=19 gear for non maxed attribs refusing to even consider making the ones that could bring attribs to 22 & 24 respectively.