Who and what are you arguing against? Did someone propose such a dichotomy?It isn't a choice of "this fight is trivial" vs "this fight is deadly".
If characters heal after virtually every combat, healing is rampant. Certainly healing magic is a limited resource, and husbanding such resources is part of the game. It "works" in a gaming sense when you need to fight enough monsters in close succession that your healing resources are taxed.Healing is not "rampant"...
Of course not. But if you're facing off against inferior foes (e.g. town guards) and you have plenty of healing magic, you have no fear of those guards. That's how a Hit Point system works.Healing up after a fight doesn't negate the risk of dying in one fight.
We've been listening to people complain that they'd like a combat system where players have an incentive to play their characters more reasonably, where combat resembles cinematic reality, if not necessarily "real" reality, where heroes win fights, but don't necessarily pick fights, presumably because there's some risk to them.
If your point is that the game works just fine as a beer-and-pretzels hack-em-up when the DM strings together the right number of encounters at the right EL to challenge the party, I'm not arguing against you. That's the game you enjoy. I'm not trying to stop you from playing it.
I would like to discuss how different combat systems affect player behavior though.