I wouldn't say that it didn't provide much of a discussion
You wouldn't say that? Would you like the quote the discussion of what hps represented that it did provide then?
but what it didn't do is attempt to "finally" define HP to mean one thing in particular.
It didn't need to, in the sense that 1e had already gone there in a big way. But, yes, remaining virtually silent on what hps represented was indeed, not attempting to define them.
With 2e I like the fact that I can narrate HP damage to be whatever I want it to be for the situation at hand.
You can always do that, in any edition. Some people seem to get twitchy, though, when the mechanics and narration don't match up. For instance, if you narrate doing 8 hps of damage with a longsword to a peasant or orc as running the unfortunate victim through and killing him, it's hard to narrate 8 hps of damage from a longsword thrust the same way vs an 80 hps fighter, about the only alternative to ruling that fighters don't actually need their internal organs for some reason is to narrate the same wound from the same weapon, differently. Then you're left to explain why nearly-fatal wound to one character and a minor scatch to another take the same healing spell to cure...
Or, you can just not worry about it.
In 2e I like the fact that a character can take a sword to the gut or several arrows in the back at any point.
Can he, though? Those are potentially mortal wounds that would be debilitating. Yet a 2e character can easily have so many hps that maximum damage from a sword or several such from arrows couldn't possibly kill him when he's 'fresh,' and that, regardless, as long as he has even 1 hp left he's suffering no disability or penalty of any kind.
There is no 50% percent rule that prevents that narrative on round 1.
There's no such rule in 5e, it's just one example of narrating damage.
It also means that healing magic is needed. In this case a cleric walks into a war hospital and starts using his healing magic, he doesn't just return a day later to find the place empty and people smirking at his useless magic. In other words, healing magic in the game world isn't made pointless by coddling healing and resting rules or class features like Second Wind.
Restoring hps instantly, in combat, even if the target is at 0 hps is hardly pointless just because it's possible to heal some or all lost hps in an hour or overnight - nor does the fighter's ability to get back a few hps once between rests, while he's conscious render such a function moot.
What it does do is avoid the pointless bookkeeping dynamic of having the entire party retire from the dungeon to rest, all regain a hp, then have the Cleric heal everyone with the slate of all-cure-spells he prepares, then all 'rest' again so the Cleric can get his spells back, and it reduces the need to have the 'band-aid' Cleric devote most/all his spells and actions to casting Cure..Wounds.
Good to know that low level 2e didn't have that. Low level D&D seems to be an entirely separate game from mid-level-plus. I almost wish that they stuck with only 10 levels in 5e.
In the classic game, low-level (say 1st-2nd or 3rd) was an almost entirely different game from the 'sweet spot' (3-7, perhaps 10th at the outside), which, in turn, was an almost entirely different game from high-level (double-digits in general, perhaps 'starting' as late as 12th or 13th). 5e does capture that feel quite successfully, with Apprentice Tier (1-4) and higher levels (11+ ? 15+ ?) having much more rapid advancement than the 'sweet spot' in-between, so you can linger in the arguably most-playable/fun level range.
sticking to ten levels would let them make the overall class design better and help them better focus the D&D brand's identity
Seems to have worked fine for 13A. Maybe they could have gone the BECMI direction, with each tier in it's own set. A basic set, the standard 3-book game, and then a 'Legends' or Epic or something set. But, instead of feeding into eachother, each is just essentially a different 1s-10th level game?
Can you imagine a world which worked that way, though? In the same world with elves and dragons, where we have cheap steel that never breaks under normal usage, could we also have mighty heroes who recover from fractures within a week?
For most players, it's a matter of suspension of disbelief
Highly selective suspension of disbelief, it seems....