The problem is every 'constraint' you propose is to simply eliminate any of the nice things that surges do model. Your proposal was ridiculously limited and would add nothing to the game that some simple proportional healing rule wouldn't add. Don't toss out some useless crumb and then tell me you're willing to compromise, lol.
I think a vastly superior system of:
1) Hit points represent luck, courage, fatigue, etc.
2) Wound points represent real wounds.
No healing surges needed. PCs get one Second Wind per day (my preference as per Star Wars IIRC) or per encounter to rally with.
Every 10 hit points does 1 wound point, so a 25 hit point shot does 2 wound points which makes critical hits nastier, but 4 hit point shots do 0 wound points. PCs could get into barroom brawls where they take no actual wounds because the punches and kicks are not damaging enough, they just get knocked out. Minions often don't do wound points. But, BBEGs might do quite a few.
PCs have wound points = CON.
Wound points require magic or significant rest to heal.
Hit points recover with a short rest.
Run out of hit points, the PC is unconscious. Run out of wound points, the PC is dead.
The only limit on combat with regard to wounds is the number of times that PCs can magically heal (with spell or potion or whatever) wound points. Warlords restore hit points and rally allies, they do not restore wound points. That requires magical healing. REAL magical healing.
Maybe even rules that an unconscious PC is dying and takes a wound point each round that s/he isn't stabilized (by a good roll himself, or by an ally helping). This adds in an element of urgency to dying PCs that doesn't occur in 4E.
To me, such a system would be the better of 3E and 4E. PCs could still Second Wind, Warlords could still rally PCs, healing is still magical, if a group doesn't have a healer, they'd better get themselves some potions or even a healer henchmen to help out, etc. Throw in some rules for more ways to mitigate damage and the game is set. Damage resistance becomes a very favorable ability. Temporary hit points, not as much.
No player entitlement to self heal (which is an ease of game gamest concept, not a narrative one).
But, the entire terminology and history of the game has been of getting hit, taking damage, and getting healed. Not getting tired or unlucky. Only 4E has healing via Cheerleaders and it really is nonsensical to some of us (and I suspect to many players that moved over to PathFinder).
5E needs to return real damage of some sort to the game system.
And, the terminology could be different. Hit points are real wounds damage. Stun points (or some such) represent getting knocked out, but I don't really see the need.