I guess I can only say that after years of playing GURPS and having long and involved conversations about the importance of headshots killing with one hit I discovered I don't actually enjoy that kind of game very much. I wanted exciting gunfights with lots of movement and tactics, and I got being headshotted on round one or being hospitalised for six months after every action scene.
Be careful what you wish for, I guess.
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On regenerating health…
I think I like regenerating health because it simulates gunfights in movies so well. You shoot for a bit, and then duck behind cover and wait for the red tint to the screen to go away. And it generates firefights that look like they do in films. With regenerating health and a sticky cover system, video games have now got very good at giving you the feeling of being in a film, and I'd like to see that brought in to a TTRPG somehow.
And there is always the version from Brothers in Arms: Hells Highway, in which getting shot at doesn't reduce your health, in increases the 'Danger' you are in of actually being hit, and if you take cover for a bit the 'Danger' drains away. Only when you get too much 'Danger' do you actually get hit and killed. Exactly the same system, different justification that people might find easier to swallow! (or not, given that it is just the same system).
Fair enough. I can say, though, that I've played them quite a bit and I find them far less deadly than most people fear. Injuries have an immediate effect, but that effect is surprisingly rarely instant death. See, I'm not so much in favor of one-shot-kill systems as I am against systems wherein characters suffer no ill effect until they are dead.