In Toon, someone who runs out of Hit Points will "Fall Down". The character is out of the game for the rest of the scene, but after the "Cut" to the next scene - usually a few seconds later, though other editions refer to a flat three minutes- they return as good as new, as all injuries were merely temporary. You can't kill a cartoon.
Similarly, Super-Deformed mecha in Mekton can't be destroyed, instead sitting down dizzily or running around screaming and holding a throbbing left arm if they lose enough "Bonk" points (replacing their usual health measurement, Kills). The explanation for this is that it'd be a pretty miserable reflection on our violence-prone society if super-deformed mecha could be destroyed, wouldn't it?
Honestly, in many Role Playing Games, all injuries slide in this direction because the mechanics of damage are considered to be a general abstraction that only has rules governing whether a character is considered to be "alive and fighting", "incapacitated but still alive", "dying", or "dead". For example, a tenth level fighter in Dungeons And Dragons could, quite literally, fall 100 feet into a pit full of spikes, get up, and walk away as if nothing had happened.
In Blood Bowl, a player who falls down and break armour has to roll on an injuries table, circumstances of who that player is or what made him fall down be damned. This can lead to such examples as a ten-foot tall treeman getting groin strain from being attacked by a chainsaw, or an elf getting a gouged eye from running too fast and tripping and falling.