One rules variation I have been considering recently is replacing hit points with conditions. This is by no means an innovation, as many games have used conditions to manage character health or similar concepts, notably Apocalypse World, Burning Wheel, and probably several obscure RPGs from the 80s that I have not heard of. The goal of such condition-based systems is often to avoid hit point inflation or decrease the abstraction inherent in hit points.
The major obstacle for me in using a condition-based system is that it becomes hard to differentiate between major and minor harms, unlike with hit points where such outcomes can easily be modeled by the quantified differences between something like a die of damage and a single point of damage. Additionally, hit point systems are more familiar to tabletop gamers, and learning a new approach requires effort.
I was considering three major conditions: demoralized, wounded, and dead, giving player characters two free hits before going down. When a character suffers major harm, the player must choose one unmarked condition to mark. I imagine the general order would be demoralized first, followed by wounded, and then dead. For minor harms, I was considering recording hash marks over the major conditions, with six such hash marks leading to suffering the major harm indicated. I expect that minor harm would not generally accumulate enough to trigger suffering major harm given how I have seen RPG sessions play out, but minor harm could nonetheless provide some weight to otherwise meaningless tradeoffs (such as exploring the wilderness without having food to eat).
However, I wonder whether the complexity of this system is worth requiring players to confront an unfamiliar system. Additionally, three named conditions do not generalize to non-player characters or monsters very well, requiring referees to track a variable number of hits for some opponents anyways. My current version of this approach has inflicting harm being implemented by marking a hit on the opponent, which essentially lets hit points in by the back door.
This post might read as if, on reflection, I am leaning against this new approach in favor of just implementing some more traditional hit point system. However, I think the numerical approach of hit points does make players more likely to reason quantitatively about character capabilities rather than think creatively about problem solving. Further, there is a suggestive element of demoralization or taking a wound that seems valuable beyond suffering 1d6 damage, even if there are no direct mechanical consequences (though there could always be diegetic consequences, such as trying to bluff in a negotiation with an opponent while nursing a wound recently acquired).