That answers a different question from what I asked, but I’ll read it as “I’m not interested in the question” and move on.
5E death saves make no sense. There's no narrative justification for the PCs being more immune to death than everyone else.
5E over-night full heals make no sense. There's no narrative justification for the PCs having superhuman healing powers.
For the mechanics and narrative to match up, you'd need something in-fiction to justify these things. Like the PCs are demigods or the chosen ones or favored by some entity that fights to keep them alive and endlessly pump magical healing into their bodies at night.
The death saves, is left to a DM ruling with some intentionally soft-worded advice on a good norm for ease of play. The reality in game is that everyone dies the same, because the actual rules have everyone make death saves, and advise DMs to skip them for unimportant enemies.
The healing makes sense as long as you follow the rules as to what HP is, and understand them as not injuries.
What doesn’t make sense, and makes these things weird, is too much HP for PCs and enemies.
The entire Wizard class, basically?
We are sold on a class steeped in hermetic tradition, poring over grimoires, stitching together literally arcane bits of wisdom, taking inscrutable measurements with bizarre instruments, scribbling notes in da Vinci-style code. All to slowly piece together the secret rules that govern how reality works.
What we actually get is serial plagiarists who can summon academic papers out of thin air every so often (read: per level), either specific requests or randomly-sourced (depending on edition.)
The D&D Wizard does not live up to its description. Really, it never has.
1000% this.
This is a big part of the frustration that caused me to spend so much time thinking about how to do learned magic better that I ended up making a new game. Ie, in Crossroads magic is skills, and spells are magic techniques you have invented or learned from someone else, and ritual magic is even more open ended but time consuming. Like making potions, you need a base (circle), catalyst (primary sigil), secondary elements tied to desired effects (the name of the creature you’re evoking into the circle, runes for things the being represents and for binding and truth to make it speak truth), and tools and space to work and concentrate.
Creating a new spell is a mix of ritual magic and a Downtime Endeavor (usually research, training, etc) based on what you are creating or training.
Because all actions have the same success ladder, and there is a system of equating a given level of success and a given number of Atribute Points to a number of dice of effect, the GM can really relax and just be a fan of the PC.