The solution I would offer to fix it is to reduce players’ speed by how much damage they currently have. Injured players would move slower.
If a player is nearly dead, they should be very slow. If they are slightly injured, they should be slightly slower.
This way, players wouldn’t be able to just flee combat when they realize they’re starting to lose. Once you lock into combat, you should be locked in to the death. There are too many mechanisms (sprint, dodge, climb) that currently allow players to just ‘abort’ when they realize they’re headed to the grave.
Here’s an example:
You see an enemy, and land an arrow hit on the torso. They start to run at 90% speed.
Being 10% faster, you manage to catch up to arrow range and land another hit. They continue to run at 80% speed.
They keep running, but you catch up again, and land a javelin hit. They are now running at 60% speed.
You pull out your daggers and engage in melee. You cut your enemy down.
If they had just turned and fought, then they would have had only a 10-20% disadvantage. But by prolonging the fight by running, then the enemy ended up having a 40% disadvantage.