This is all true.I don't really want to get involved in this discussion but I do find the concept of simulationism used here somewhat odd.
Ron Edwards always stated that Pendragon was a classic Sim game and it is neither complex nor has hit locations.
You only need complexity if the thing you are trying to simulate requires it. There's not a lot of detailed breakdown in Mallory of where exactly on his body Lancelot smote his enemy so Pendragon doesn't require hit locations. If you were trying to simulate Hema combat than you'd be more likely to require hit locations.
<snip>
And just on practical grounds if you were a making a sim game for say regency romance, you might not even bother with a unique combat system at all as simulating fighting is not the focus of the game.
But while Pendragon doesn't have hit locations, it does have simultaneous resolution (although only approximately simultaneous for movement). And it doesn't have D&D style hit points either - hit point depletion corresponds straightforwardly to physical set-back and injury.
Classic Traveller doesn't use hit locations either, and it even allows for player metagaming in deciding whether to keep your PC in the fight but risk death, or fall unconscious instead (by choosing which stat to allocate wound dice against). But it is still more simulationist than D&D, in that the resolution process broadly tracks and expresses the causal pathway of events in the fiction.
What is distinctive about D&D, compared to these RPGs, is that it centres combat as a domain of action resolution but doesn't adopt a very simulationist approach to combat resolution, except for some aspects of its positioning rules.