Arch-Fiend
Explorer
Briefly, yes, hps in D&D are mostly about avoiding or minimizing harm rather than enduring it.
And, yes, you can resist or be vulnerable to specific types of damage, and greater forces do greater damage, even when they might not seem any harder to avoid.
That means that some attacks are greater threats than others, and some are greater threats to certain creatures than others.
If you're being attacked by a strong man with a huge axe, you have to get out of the way, if it's a kid with a sharp stick, you just need to make sure he doesn't poke you in the eye.
If you have a ring of fire resistance, you can just walk through some fires without harm, and have less to fear from even those that can hurt you - so, you need expend less effort to avoid fire damage.
So, yeah, all those points about damage figures representing what attacks would do if they hit you is perfectly consistent with them also corresponding numbers of hps as you avoid/minimize that danger.
And, though you didn't get into it, the standard model of hps is for PCs, and some monsters may have very different meanings for theirs - a golden for instance, may not avoid attacks at all, you just have to physically destroy it.
so what is hitpoints? the way i described it and how it was described by the game is the idea that hitpoints are a measure of endurance that a character must expend in order to avoid a lethal attack. this kinda assumes that ac is all of the things about a characters defense that does not require effort for them to expend in order to avoid lethal attacks.
if hitpoints (at least for characters) is a measure of endurance they expend then why do different weapons require different expenditures of effort in order to avoid a lethal hit? furthermore how does resistance, immunity, and vulnerability apply? i have considered the idea that creatures with a resistance to damage do not need to expend as much energy to avoid the damage because they naturally take less anyway so what of it does hit them doesn't actually harm them, and creatures immune simply don't react to damage that cant hurt them. however this would imply resistance and immunity gives you omniscience about sources of damage if they will or wont hurt you. cant think of an explanation for vulnerability though?
it highlights the issue of hp as death avoidance though because if hp is abstracted as a reaction to danger then its subjective for a character to avoid damage, they have no idea what will hurt them or not so they should expend hp to avoid damage regardless of its source unless its completely obvious
as far as strength is concerned, strength's ability to make an attack faster and more likely hit you is already expressed by its bonus to hit, there is no need for D&D to have 2 systems to describe avoiding damage if they both basically mean the same thing and have the same bonuses applied to them (at least in the attacks concern)
if your implying that the fact that you are avoiding greater danger in the form of a higher damage has an impact on how much effort you must put into avoiding the attack then i think this is where the ludonarrative dissonance should be breaking most peoples suspension of disbelief as now the very possibility of danger has a physical impact on a characters ability to avoid lethal injury.
additionally there's no explanation for how poison can be transmitted by injury if technically you cant be injured until you run out of hitpoints. nor does it explain how the hitpoints that poison drains from you as it kills you is drawn from the same source as the metaphysical force of damage possibility reducing your characters endurance.