Yaarel
🇮🇱 🇺🇦 He-Mage
Employing the "Bloodied Condition" as a mechanic, makes nonlethal combat easier, and helps gamers who want to explore other kinds of stories.I'd argue that this tension is caused by the game originally being more sword and sorcery and having mechanics to support that. Narratives of the game have moved on from that but the gameplay really hasn't, causing dissonance.
And if a lot of the game is about combat and killing, then I think it is more honest to just accept that the world is not enlightened and the characters are not morally perfect. You may call it "embracing evil", I'd just call it roleplaying an era without all our modern morals and the privilege that lets us afford them. To me that is far less jarring than continuing the bloodbath but concocting spurious reasons why this actually is totally morally enlightened thing to do.
I am still experimenting with the Bloodied Condition. For example, Wisdom (Intimidation) checks determine Morale if becoming Bloodied. Often a hostile fleeing can end the encounter. Also, combat ending effects, like Stunned, I prefer to only become possible against Bloodied targets. In short, it is possible to win a combat encounter without death. Meanwhile, nonlethal zero hit points means helpless, but without death saves.
The main difficulty is convenience. Sometimes, the players need to drag an unwilling hostile around for some time, before being able to hand the hostile in to authorities, or similar. I find it hard to think of ways to make this chore fun.