That may have been me. It's something I was doing in a homebrew draft before 6E came out. Conditions and extra weapon effects solve a lot of condundrums about how much damage X does. For example if you are hit with a full auto burst, it should shred some armor on top of any injury, moreso if you used explosive or flechette ammo. Yeah, you lived once. Won't happen again, and if it does, you'll feel it worse than before. Armor should save you once or twice, but after that it's time to step out of the hallway.
As a GM, I don't want to autokill my players, but I do want them running for it with half their arse on fire and enjoying the need to do a crazy parkour run to get to the the grungy swimming pool to put it out. I've come to find that players really remember and enjoy the close call situations and the hare-brained things they had to do to survive. 16 physical damage from a grenade is not interesting or solid design for what I need in a game to make those moments. It's just wound boxes, which make characters no more interesting than a sack of hit points. "Surprise, you're suddenly dead! So sad, next time ... um... well, just roll a troll I guess? You might live?"
It's like being hit with a fireball at first level in D&D. It' s a way for the GM to kill you just because they can. Not unlike the hideous critical glitch effects that wipe your character concept out for the sin of one bad roll. Just bad design that should have died in the 90s where it spawned. Uninspired, outdated, and not fun.