I thought I was going to answer “use the injuries” but as I was typing my answer I changed my mind.
Hit Points/Health Levels etc are an abstraction for a reason. In most movies the hero soldiers on (ha see what I did there) regardless. They’ll take bullets, they’ll brush off broken glass, they’ll be stabbed and bruised and go through hell and they’ll only take lasting injuries when it’s dramatically appropriate.
So I’d say, if you want to have injuries, have pre-defined ones decided, and only in fights/places where it’s dramatically appropriate.
So, if the character’s hand is broken, and it has swollen up to the size of a balloon and they can no longer use it, they can switch to using their other hand for a sword. That happens frequently in movies/books after all. If they’re an archer they may have some worse problems.
They could also have the option of downing some painkillers/stimulants and just continuing to go, and fight through their injuries. So, after the battle’s over they’ve probably done far more damage to their own body than they would have, but at least they’re still alive.
Broken legs are not fun. A broken leg would seem to be a game-ender for me. A twisted ankle, again problematic, and if the protagonist twists their ankle I’d expect that it would result in its own path, even if that path’s straight to the healer and down a magic potion.
Magic healing makes everything better.
Anyway I’d say pick a couple of injuries you think would make the story better, more dramatic, provide more tension, and use those and only those. Otherwise just have the whole alive/hurt/dead status of hit points.