I clicked "love" rather than "like" because of these two points.
The first complements my reply to
@Micah Sweet not far upthread: the notion that the PCs can't tell how powerful a foe is, by observation, is highly contentious. You provide a perfect example of how they can do so.
The second complements some of my replies to
@Crimson Longinus over several pages of this thread: the assertion that it is easier to use complex damage multiplication etc rules, than to use minion rules, is not obvious to me at all, and actually seems somewhat implausible:
For instance:
The notion of "narrative intent" of the monster is in my view a red herring: I mean, by placing an Ogre (with 59 hp) rather than a Goblin (with 7 hp), is the 5e DM manifesting a "narrative intent" for the foe (to not be one-shottable, killable by fireballs, etc?). This notion that 4e D&D encounter building involves some distinctive element of "narrative intent" seems like nonsense to me.
But turning to the suggested mechanic, how is this easier to use than minions? Instead of putting the work up front, during the GM's encounter design, it makes it matter during play, requiring the GM to share hp totals and requiring the player to make a choice. It also causes weirdness in the play: either the fighter is getting an additional action (their "finishing move") outside the normal action economy; or the fighter player is getting to retcon their attack into a finishing move ("dissociated mechanics"!).
I don't see how jumping through all these hoops in order to preserve invariance of monster statblocks relative to the PC statblocks makes for a better game.