You are more than likely right as I am going by memory right now.
So...because everything is an exception, there is no baseline for powers to be categorized as far as magic vs. mundane... as they will always be exceptions. This makes it fundamentally impossible to draw any distinction between magic, mundane and anything else when it comes to PC's in D&D 4e. Essentially magic was the force that allowed one to create exceptions to the game rules as well as the rules of the fantasy world one was playing in... thus if all powers now do this, they have in fact all become magic. See IMO, a martial master would be someone who works within the reality or rules of the game to achieve greatness, while a magician or magic-user is one who breaks said rules to achieve greatness. Sort of similar to the followers of Law and Chaos in many of Moorcock's stories. Now however everyone is a manipulator and breaker of reality and game rules...mages
Monks in previous editions could make more multiple unarmed attacks than anyone else. While they did possess numerous magical powers, Flurry of Blows was an
explicitly Extraordinary power (aka, non-magical). Both magical and mundane effects have always introduced exceptions into the D&D rules in all editions.
The big difference was that unlike mundane abilities magic allowed exceptions to
game world physics, which are often mistakenly conflated with but do not actually have to be the same thing as the rules. Neither CAGI nor Unyielding Avalanche break the laws of physics, IMO, and hence are both still within the realm of the mundane.
First I didn't use the word only in any of my posts... however if there is no difference between regeneration, temporary hit points, using a second wind, etc. why do all of these different mechaics exist? If they all model the same thing then I would have to say it is both bad and wasted design to create fifty million ways to represent what is fundamentally the exact same thing. I do not believe the designers of D&D 4e are wasteful or bad at their job, thus I must believe these mechanics actually represent fundamentally different things as opposed to the same thing with a million different names.
I realize you didn't use the word "only", however it seemed to me that you were implying that temporary hp are necessary to model "shrugging off damage". If I was mistaken in that assumption, I apologize.
There are differences between second wind, regen, etc, but these are primarily
mechanical. While some may be better at modeling certain types of recovery than others (regen models a gradual but sustained recovery better than a second wind which models a sudden burst of energy) they all work towards the same end (keeping your character alive). What they do is offer mechanical variety (the spice of mechanical life)!
A second point is that there is still an amount of hit points that represent physical damage... not all but some. regeneration allows one to heal it in seconds as opposed to minutes or days.
I'm sorry but having Wolverine's mutant healing factor (even for 5 minutes) is magical IMO. We can of course agree to disagree.
Again, hp is abstract. Sure your fighter may have taken a few injuries (losing some physical endurance) but if he regenerates to full using UA he's replaced that lost endurance with an excess bounty of resolve (effectively convinced himself that the scratches he took in the last fight are inconsequential and cannot slow him down).
And yes, before someone says it, this does not necessarily perfectly model the
real world. 4E is not a primarily simulationist game. It sometimes sacrifices a degree of realism for ease of play. That still doesn't make these effects magical (though they are rather
cinematic).
Agreeing to disagree is fine.