i didn't really make this thesis to provide any alternatives to the narrative of how hitpoints work, the only alternatives i can think of are either uncreative and unoriginal or require basically altering how damage completely works in the game. i will share my thoughts on solving this issue here however and leave my analysis completely intact in its purely analytical form.
i find the way hitpoints are implied to function and the way damage is implied to function are inherently contradictory to each other, so the solution must follow the bias of one of these systems and make the other system reflect the one we favor. personally i favor damage because it is the most detailed system of the 2 and requires the least work to implement, in fact changing the system to work with damage as it is written simply requires a change in perspective. damage in 5e acts like it hurts the character that takes damage, so hitpoints can simply act like a characters durability. now a lot of people do not like this solution because it implies characters who pursue different career paths and characters who gain experience somehow gain access to durability to shrug off damage that would instantly kill them otherwise. its not realistic but how much of D&D is? but it is consistent with how damage works, and a simple rationalization of this change to hitpoints is that your characters are truly becoming epic heroes which reflect those of perseus, jason, achielles, hercules, and odyseus.
ironically the alternative i am going to write less about but it would be considerably more work, and that is to make damage function in a way to better reflect the hitpoint narrative, that might be more creative and original than what i propose, but at the same time i wonder if it would be more fun, perhaps it could be made fun, but on the face of it the criticisms i've brought up in my thesis is what would have to be addressed.
i propose these alternatives not because they are the only options available as i'm sure you are all aware, but simply because i follow the principle of change as little when i look at 5e (not necessarily other systems). as for homebrew anyone can do as much as they would like, but as a solution to the game's ludonarrative dissonance the solution should be minimum at best i think.