That's why I think it (damage is physical) is a better foundation for how hit points work in 5e. It is easier to lay modular options on top of it that allow quick and painless non-magical HP restoration, whereas starting from damage can be anything you would have to limit things to get to a physical damage interpretation.
Personally, I'd rather they just say that hit points are hit points. No more, no less. They aren't wounds or injury, AND they aren't stamina or energy. They are a metagame concept which exists purely to define how far away a character is from being dead.
If that means for some people they then can interpret hit points to equal physical wounds... great. The game can be set up to treat them that way for those players. If that means hit points = energy, same exact thing. If that means hit points are something in between... hopefully there are rules to treat them that way as well for those players who wish it.
But to say that the game should default to one side or the other and the other side should be a "module" is to insinuate that the game rules defining what combat and injury are make more sense and work out more logically to the defaulted side.
And D&D damage and hit points HAVE NEVER made any real logical sense on EITHER side. So without making massive changes to the hit point system... there's no reason to default to either one.
Hit points are a game mechanic. Let's keep them that way.