This seems to me to be an interesting aspect of a debate that I find intriguing generally, which is how to create a combat system that makes sense, is practical to run in a TTRPG (ie is not super clunky and slow, such that it maintains the sense of urgency and excitement that a combat encounter generally should have), AND usefully models 'realistic' elements of an actual fight.
It also touches on the subject of how to make melee characters interesting (especially at higher levels), and in particular, how to functionally distinguish between weapon types (which is something that I feel DnD 5e lacks, and I am not hopeful about the system that One DnD attempted to introduce to supposedly rectify this situation).
I certainly think that introducing ways for weapons/attacks to disable an opponent would be an interesting component to a combat system, although I can't immediately think of a good way to do so that wouldn't mostly just be flavouring the concept of depleting an enemy's pool of health.