Lanefan
Victoria Rules
In an indirect way they have, at least for on or very near the ground, when giving ranges for character weight.I don't often get asked to opine on the likeliest version of imaginary physics, in imaginary worlds and how they might act on imaginary fantasy heroes..
Let's consider.
1. Across all these editions, they haven't started that gravity does operate the same as on Earth.
Where something can be governed by real-world physics, i.e. there's nothing fantastic involved, there's no good reason not to use them.2. There is a gamist abstraction for falling in every edition of dnd as far as I'm aware, that serves as literal proxy for the effects of gravity. If we're arguing how it's intended to function, it's a bit hard to get around the explicit intended function outlined by the game designers. Have we just always dispensed with these in the name of 'realism'
Falling is one such instance.
Here I agree. In my own case I use Earth-like numbers simply for convenience, and because I'm not physicist enough to be able to figure out how all the numbers would differ were I to use a world of significantly greater or lesser mass.3. The mechanics of gravity as an attractive force between two objects based on relative mass and distance. Assuming we're good with PCs having roughly equivalent mass as creatures on Earth, are all D&D settings are located on equivalent sized or massed landscapes? Pretty damned doubtful, especially when you start including all that 'planes' nonsense. As such, similar to Earth gravity is verrry unlikely even from a 'realism' perspective.
That said, one of my setting was on a world that was considerably larger than Earth, but it was less dense and thus gravity at the surface was about the same as ours. That world did have a deeper atmosphere - air remained breathable to higher altitudes than on Earth - and the faster surface speed required to give a day-long rotation added significantly to the Coriolis force that drives a lot of weather patterns (thus, wild and unpredictable weather was common almost everywhere), so I was able to think that far through it.

If game-world magic didn't exist I'd agree with you 100%. But it does, and thus introduces a whole realm of physics we don't get to experience in reality.4. Existence of contrary evidence. There are plenty of creatures that could not function the way they do in D&D under the normal effects of Earth gravity.
For the benefit of our little Human brains, however, it's just easier to default to Earth-based physics when and where we can.

That, and there's at least one creature on Earth than in theory can't function the way it does yet in practice does so without problem: the common bumblebee.
There's a big difference between being told "you're at about half" and "you're at 18 of 35". The latter introduces much more precise thinking than the former. and from what I've heard most DMs who ran this way tended to speak in fractions e.g. you're at about 3/4, you're at about 1/4, you're in really bad shape, etc.Interesting, I proposed this method of tracking damage upthread, to combat metagaming.
I am curious how these games actually played. It seems to me that it would very easily lead to paralysis by caution and or recklessness out of ignorance. Or.. That the DM has to give increasingly precise descriptions of the party's health state to allow them to make rational decisions such that they might as well just hand over the character sheet. Are there options preferred over metagaming?
But it's how I narrate monster hit points sometimes, particularly when those hit points are mostly meat (which is the case with most really big monsters) and thus the wounds are rather obvious. And there's other monsters, such as most jellies and all incorporeal undead, where there's no visible difference between full hit points and having only 1 h.p. left.