For me, it depends what system I am playing.Many people give out "quest XP" or "roleplaying XP" rather than "encounter XP" or "treasure XP".
In classic D&D, I give out XP as per the XP rules: monsters and treasure.
In 4e, I give out XP as per the XP rules: encounters (both combat and non-combat), "roleplaying" (as per the DMG 2, one monster's worth for every 15 minutes of free roleplaying that drives the game forward), and quests.
In Rolemaster, I started out using the RM rules - where XP are awarded for a range of activities that could be described as "hard training in the field" - but then moved to a variant of goal-based XP based on HARP's XP rules.
I would expect D&Dnext to have XP options reflecting a range of traditional approaches, both simulationist (RM, and to some extent 2nd ed AD&D, I think) and metagame (classic D&D, 4e, and HARP). And when it comes to metagame XP, I would expect a variety of metagame options to be canvassed, given the very different metagame rationales behind (for example) classic D&D and 4e.
Who is "we" in this sentence? Here are some well-known RPGs that don't use D&D-style hit points:HP is really ingrained into how we think about rpgs.
Tunnels and Trolls: damage is rated numerically, and comes directly off CON;
Rolemaster/MERP/HARP: damage is rated in concussion hits, which are "meat" (bruising and blood loss), and in numerical penalties (eg -10 to all actions) and disabilities (eg blinded) of various sorts;
RuneQuest: damage is rated numerically, comes of hit points, which are "meat", and hit point loss leads to both numerical penalties and disabilities (eg maimed) of various sorts;
Burning Wheel: damage is rated on a scale, and the scale determines a numerical penalty (eg -1D to all actions) which in turn, as part of the healng mechanics, can lead to disabilities (eg maimed) of various sorts;
Traveller: damage is rated numerically, and comes directly off physical stats.
Rolemaster/MERP/HARP: damage is rated in concussion hits, which are "meat" (bruising and blood loss), and in numerical penalties (eg -10 to all actions) and disabilities (eg blinded) of various sorts;
RuneQuest: damage is rated numerically, comes of hit points, which are "meat", and hit point loss leads to both numerical penalties and disabilities (eg maimed) of various sorts;
Burning Wheel: damage is rated on a scale, and the scale determines a numerical penalty (eg -1D to all actions) which in turn, as part of the healng mechanics, can lead to disabilities (eg maimed) of various sorts;
Traveller: damage is rated numerically, and comes directly off physical stats.
Hit points are not at all ingrained in how I think about RPGs. In fact, I see them as pretty distinctive to D&D.