Well... That's the way hit points have always described in the rulebooks.
It's NOT the way hit points have always been described my most DMs.
I can't imagine that hit points have been described as literal damage by "most" DMs. I can't really imagine that "many" do. Regardless, "many" people spell rogue "rouge", but I don't believe we should change the spelling because of it.
Re: a simulationist approach...
Having multiple pools of hit point types has been tried in several games -- some people like it, some don't. Personally, I think it's more trouble than it's worth. What works for me is to treat the "hits" (and in 4e some "misses") as wearing down the opponent either via deflected blows, minor wounds, dodges, or whatever, but that changes when someone gets to 0 or less. That final blow (if it does little relative damage) is the final straw or the connecting blow that cuts the person from shoulder to sternum (see Rob Roy).
In 4e, my plan is to change the way healing works once you get to 0 or less hp. As long as you still have > 0 hp, you may be tired... one blow from death... but recovery is only one inspiring thought away. Once you hit 0 and drop unconcious though, you are "wounded." While wounded, you may only use one healing surge per day until you hit max hit points again, and whenever you are affected by healing (either by expending your own healing surge, someone expending one for you -- e.g. the paladin, or someone just using magic to give you hit points -- e.g. some cleric powers) you must make a death and dying save for it to take effect. This reflects (for me) the idea that once you are truly injured it's going to take at least 4 days (7 on average) for you to heal without some assistance. Wounds are real. I might even say that all actions are at -5 while bloodied and wounded and -2 while just wounded. Keep in mind, however, that my games are virtually all RP, so this doesn't slow down my game. It won't work well for all play styles.