So, I finally had the time to watch the video in the OP.
Here's my take:
First, combat is just one means to get past an encounter. The point of depleting resources is to encourage players to find other means of getting past it. Yes, combat is supposed to be exciting, but it isn't where the players "win". D&D is never (or shouldn't be) about "winning", it is about the adventure, and combat is just one part of that. Success (victory, "winning") is when the adventure is complete, and the next is ready to begin.
Second, most DMs IME create encounters which are designed for the players to be able to "win" (i.e. get past to continue the adventure) according to the rules of combat. Creatures are nearly always "level appropriate" to give the players a chance to defeat them by combat.
Third, DND assigns "death" as the defeat condition, as where 0 hit points could mean automatic morale failure (surrender or retreat), unconsciousness (where the players can decide to "kill", allow to bleed out or stabilize, or save them), negotiate, bribe, or whatever. Players often have this fear that if they don't kill a creature, that creature will return (often with friends) to exact revenge. I have often found this a strange concept, personally, as if unless the creature genuinely thinks it can defeat the PCs, why would it risk death again after getting away???
In modern games, many players question the morality of just killing others to further their own ends.
Fourth, when combat is necessary, alternatives exist to keep players more engaged instead of just waiting for their turn to come. That is the primary reason I developed Cinematic Initiative, which shortens players' turns, but allows them more of them.
Finally, movies are a poor comparison. Films like Indiana Jones often involve only 1-2 characters trying to overcome a challenge instead of a party of 4-5 or potentially several more.