Arch-Fiend
Explorer
By RAW, hit points are an abstraction. When your are "hit" in the game and loose hit points it doesn't necessarily mean you are actually taking physical damage. HP are more a measure of luck and exhaustion. That is why you heal so fast and can keep fighting right to 0. If this is the case then it doesn't make sense for armor to be damage reduction, because you aren't really taking damage when you loose hit points.
So, IMO, for damage reduction to really make sense you either make HP less abstract and be actual "meat" points or provide an alternate "meat" points (like our BHP or the Vitality Points in the UA article). I'm not saying it is something you have to do, but when our group considered armor as DR it really began to trash the default idea of hit points so we had to come up with an alternate way to handle them. Thus we have HP wich as RAW and BHP as actual "meat" points.
While HP are abstract and sometimes represent effort to turn lethal hits aside or such, sometimes they do also mean you got "hit" and the armor makes defending yourself more easy. Thus, armor as DR, even in an HP system, makes a certain amount of sense. You won't have to expend as much effort to make the blow less lethal in armor than in not.
We tried a AC/DR variant a while ago which was pretty simple:
Light armor was 1 point of AC (no max DEX bonus)/ 1 point of DR
Medium armor was 2 points of AC (max DEX +3)/ 2 points of DR
Heavy armor was 4 points of AC (max DEX +1)/ 4 points of DR
A shield added 1 point of AC/ 1 point of DR
DR could not reduce a hit to less than 1 point. Critical hits ignored DR. IIRC, we had Armor Master Feats add +1 AC and +1 DR. We also toyed with the idea that you could make an attack with disadvantage, but you then ignored DR.
I think that was most of it. Not horribly complex IMO and maybe someone can run with it?
so this reply applies to both of your points
D&D doesn't really know what it wants to be, it says HP is an abstraction, yet at the same time you have to HIT to deal DAMAGE to a character, and you can potentially HIT a character in a way that strikes a vital area resulting in a CRIT which does more damage, furthermore some monsters are immune to crits (at least in older editions they were, i don't know about 5e).
the game and its players might argue that HP is an abstraction, but everything about how weapons work runs contrary to the idea that it doesn't do damage, especially when you consider poison, which has an contact and injury delivery system, and specifically injury only applies to piercing and slashing damage.
D&D wants it both ways, and i don't know why, they would be better off simply saying that player characters are super-humans who can shrug off wounds that would be fatal to lesser mortals, because there;s LESS in this game that seems like hp is an abstraction of close calls than there is to imply hitpoints is health.