And what you see from your own (character's) two eyeballs should in theory be exactly the same as what every other inhabitant of the setting would see through theirs; and the mechanics of those things should therefore reflect that similarity*.
This cannot be possible if something's mechanics change based on the viewer's perception, because a change in mechanics means a change in the reality those mechanics are reflecting.
* - as in, a 64 hit-point Ogre has 64 hit points no matter which inhabitant(s) of the setting might be viewing or interacting with it.
What do hit points physically represent?
They don't. That's my point. They don't actually have
any tie to physical reality. They are a mechanical construct that is almost purely abstracted. Especially the very last one.
A minion (the usual go-to berserk button for critics of 4e) is simply making that abstraction easier to use. It recognizes that, for a sufficiently high-level character, it's merely a matter of "did you hit or not?" for whether the creature in question survives. Hence, rather than bothering with the time-draining
bookkeeping (which so many old school fans claim to hate!) of checking every target's HP and keeping tabs on all this
crap, you just simplify the abstraction from "this is roughly how many hits this creature takes to die" to "this creature only really needs one solid hit to die, but solid hits aren't as easy as glancing blows."
There is still a concrete reality. When we use mechanics, we are
necessarily dealing with an abstraction. We should make that abstraction serve us, not the other way around.