This is where I lose you. I don't see why you can't describe the wound in whatever way you want, even at the moment you take it.
If you don't understand what I am getting at, I can think of no further way to describe it.
Would I be wrong if I said that you need to have that wound represented in the game mechanics as long as the wound exists or else it does not "feel real"?
Possibly. I'm fine with descriptive elements, such as scarring (for example) not having a mechanical effect. I'm fine with broken bones occurring in-world, even if there are no mechanical means to break them. I am fine with a player claiming his character is bothered by an old wound, and role-playing it rather than having a mechanical equivilence.
What I am not okay with is Lance taking a hit, declaring it a major wound, then getting a second wind and the wound goes away. I prefer a game in which action has consequences. It is the way in which we deal with those consequences, to me, which is the most interesting aspect of play.
Again, compound this with the sheer absurdity of Inigo being able to put his hand over his wound and soldier on, not once, but repeatedly, day in and day out. And, unlike in The Princess Bride, there is never a cost for that wound. Unlike in Die Hard, he never is taken to the hospital at the end of the movie. He just goes to the next dungeon, fresh as a daisy, ready to do it all over again.
However, I'll grant that Schrödinger's Wounding is certainly consistent with mechanics that allow you to kill your foes when you miss.
That's cool. I know you're not saying it's wrong to like 4e.
My "working theory" is that it is an "off-the-table" problem. During the game, you'll never bother about this, because you are too busy figuring out the monster tactics, plot twists and PC/NPC motivations.
Trust me. This sort of thing bothers me quite a bit at the table.
RC