This is some people's preference. But plenty of games don't have such a distinction: all versions of D&D, Tunnels & Trolls, Marvel Heroic Roleplaying, HeroWars/Quest, plus innumerable others. These are all good RPGs that are widely played and enjoyed.Have one mechanic for your physical state, and another one for metagame considerations
Even a game like Burning Wheel, which is closer to the sort of distinction you are calling for, relies on metagame-heavy adjudication of failed skill checks to keep pushing the game forward.
The innovation you're talking about already exists. HARP, for instance, has non-hit-point style damage rules (it's a crit system; so injury debuffs, and concussion hit loss is just a measure of bruising and blood loss that operates in parallel to the wound mechanics).That would be innovative.
Burning Wheel is another non-hit based system, though its wound (debuff) mechanics are't as intricate as HARP's.
That's true as far as it goes. But I think your preference for process-simulation, world-exploration RPGing makes it hard for you to understand what others are doing with RPGs that you're not interested in. You seem to infer from the fact that they don't support your preferred approach to the fact that they're no good as RPGs.Because D&D is sold in book form, and I read it. You don't have to play the game to make statements about it
I find this suggestion - that non-proccess sim, non-world exploration RPGers - haven't explained their playstyle pretty bizarre. There are two current active threads: "Pemertonian scene framing" and "4e, the great game that everyone hated". Plus dozens if not hundreds of others over the past several years, many of which I've scene you participate in.there hasn't been a lot of explanation
I don't know how you can know this is true as a general rule. Also, from the fact that some people's enjoyment might be semi-independent of the game system, it doesn't follow that the game system isn't relevant to producing that enjoyment.regardless of whether game X or game Y is under discussion, the rules are not the primary determinant of whether each individual player of the game enjoyed it.