Yes, internal logic is important. But there are lots of ways to explain stuff if you need it for gameplay balance.
For example weapons were (AFAIK) modeled as a mix of real weapons so they could save licence costs for adding real weapons. Simple explanation: This is an alternate reality.
Posting rules what zombies should be able to do or not based on reality is going out on a limb anyway. There are no zombies in reality, they already possses magic abilities like having no need to eat and no need for blood circulation to keep up their body. But on top of that a simple explanation is that in this game occultism exists and has given the zombies superhuman strength and resilience. The blood moon and some types of zombies seems to suggest something occult is happening anyway.
The reasons for TFP to give zombies superhuman strength in this game were that with typical PCs the CPU power needed to show a voxel world there wasn't enough CPU power left to field massive hordes of zombies. So to make the game dangerous at all they needed to increase the strength of the few zombies they could spawn at any time in the game.
The simple fact is that TFP follows the rule "game balance trumps realism". If something is sorely needed to give the player a challenge (and most players definitely need a challenge to find a game to be not boring) then that is implemented and explanations come later if at all.
What I am saying is that the default game will always have some challenge on horde night for the average new gamer, because most players need that challenge. But there are lots of ways to get around that eventually if that is just not for you. The zombie block damage option, a mod, simply the knowledge how to build an impervious base for horde night, even dying as the first actionon horde night makes horde night save.
Note I am not employed by TFP, I have no inside knowledge. They have probably seen your request and similar requests were posted here in the forum from time to time. We can simply wait and see what happens, but in the meantime you can use the zombie block damage option to get your wish
As you said, zombies don’t exist in real life. That’s true. But aside from zombies, almost everything else in a zombie survival game is based on reality. Those elements can be modeled after the real world, and zombies can be as well. You can think of a zombie as a moving corpse. Their main purpose is to create fear and tension. Zombies have appeared in countless games and movies, so this isn’t some secret or purely fantasy concept. Their design is still grounded in reality, which is why I don’t consider it overly unrealistic.
What I would like to see is a system where zombies are fewer in number, but each individual zombie creates a tremendous sense of pressure. For example, as I mentioned earlier, a normal zombie might be able to remove 80% of a player’s health with a single hit. At the same time, if the player accurately strikes a vital area, the zombie can be killed with one shot as well.
This approach would reduce server load because fewer zombies need to be simulated, while also creating an intense feeling of danger. Every combat decision would carry real risk, and surviving a fight would feel genuinely rewarding. That sense of high-stakes, precision-based combat could also attract a large number of skill-focused players who enjoy mastering mechanics and improving their aim.