Well, honest to god realism isn't what we should want, either.
Something I read once about game design that stuck with me is an old quote from L5R RPG game writers... iirc it was a discussion about how the 1st edition was designed. The game designers, being game geeks with more rule of cool knowledge than actual practical martial arts knowledge, commissioned a real life kendo instructor try to give them a baseline idea of how much damage a skilled samurai could dish out in a 3 second turn (which is a notable coincidence with SR combat, btw). They learned it wasn't a question of how lethal the damage someone might suffer in 3 seconds, but how many times over a skilled swordsman could kill a foe. They had to figure what was a playable rules mechanic and let realism take a back seat to playability. I'll look for this source and link it if I can find it... it was a remarkable read. In my case it was one of those things you read 20+ years ago and still remember.
Regardless... the direction 6WE is going is clearly away from one-turn eliminations that were (generally, barring insane soak pools) easier to accomplish in 5e. Realism is fundamentally going to be fighting uphill here. The proper location of a "happy middle ground" is inherently opinion based, and you can't convince someone of an opinion. Not on the internet, anyway 
This is a misquote of the conversation. (been playing L5R since it released) I believe it was in one of the first few "Imperial Heralds".
The question was how many hits would it take him to kill his opponent, and the answer was one.
So the writers dialed back that to around two to three hits to up survivability with the idea once down most Samurai would end their attack due to Bushido.
As this didn't work since few players played Bushido right and "no rule survives contact with the players"
An optional rule called the "cinematic combat system" was presented first in the "Imperial Heralds" then in the "GM's Survival Guide" changing the wound multiplier from x2 to x3-x5 depending on your game level that majorly increased the wound points a PC had.
Later versions of the game would adopted a scaled down version of this rule only applying the higher mod to first the down level then to the first level.
As the "cinematic combat system" was seen as to extreme in the opposite direction for the setting.
I bring this up because this show the progression of a system trying to find the "sweet spot" between reality and dumb.
To me most of what has been done here with 6th is implementing the "cinematic combat system" which was an overreaction to the lethalness of the L5R combat system.
Which would be fine if it was the first edition (like with L5R) and not the 6th edition of the game.
Everything I have seen so far for this edition has been an overreaction to issues within the 5th edition which is someways (Armor) was an overreaction to issues with the 4th edition. All and all CGL does not seem capable of sitting down to correct issues they seem to want to as Adzling is fond of saying"throw the baby out with the bath water".
It would not be as bad if this was not the second time they did it (5th and now 6th) making it a pattern.
If from what I got from the armor thread all if not most of my complaints were intentional on CGL part and from what I read would have been even more over the top if they had not failed work in practice. (no soak rolls at all) Then I have to say this game is no longer for me. Which is a shame since I have bee playing and supporting it for over 24 years.