Yea, but you can design an encounter where the enemies are tougher to take down or call in reinforcements without spending their advantages on recovery.
Like, how about throwing in a Rival NPC who's a medic who goes around poking stimpacks into minions or rolling medicine checks on them? That would give the players some pause, but it would give them the possibility of targeting the medic.
Another big factor here is simply that for your average minion if you inflict 5-6 damage or a crit a minion is simply dead, and no amount of recovery would bring them back to life. So spending advantages to regain health really wouldn't do much to protect minions. It might save a minion who was hit for so little damage that he's at half health survive another minor hit, but in all likelihood that minion just goes down with the next hit either way.