No what Bioware should've made is mortal characters who die once and for all which would turn the game from "2 characters are down? Well who cares I still can win with these two - they will get up after the fight anyway" to "the combat started, I must be extremely careful to not lose even one of my characters I spent so much time developing".
Well, there are very few party based RPGs that feature total 100% permadeath for party members, i.e. without any kind of resurrection whatsoever. So with this in mind, the majority of these titles would, more accurately, promote the thought
"the combat started, I must be extremely careful not to lose even one of my characters, or else I'll have to backtrack to find a way to resurrect them."
Now, had the injury system been developed in an interesting way, featuring injuries that really did carry significant penalties, the thought would have been practically very similar:
"the combat started, I must be extremely careful not to lose even one of my characters, or else I'll have to backtrack to find a way to heal their injuries"
Of course, this then poses the question: Why go with injuries over permadeath/resurrection?
Well, each one can provide unique gameplay opportunities and presents the player with decisions which the other doesn't. For instance Ultima VII has an interesting take on the death ressurection system, where resurrection required you to haul the corpse to a specific place to be resurrected. If you can't carry the weight, then you're going to have to drop some stuff. Cherished character Vs. Cherished loot? Hard choice (mitigated my the fact that you could return later and it'd still be there)
Of course the injury system is new, and there are few/no examples beyond Dragon Age, which really didn't put quite as much into the system as it could have. However there does lie potential in the system for some interesting choices and gameplay opportunities for the player.
-It obviously allows more scope for a medical skill that goes beyond simply healing HPs (splinting limbs, staunching bleeding, treating burns etc - these would be temporary measures to tide the character over until proper treatment could be found)
-It builds a foundation for an interesting permanent injury system (you have a fairly low level healer, who can try to pop that dislocated joint back into place, so your tank can face the foozle round the corner, however this could risk a more permanent injury to the area - another hard choice)
Well, they're pretty rudimentary examples (I'm obviously not a designer), but the point is that an injury system
could be designed that provides interesting choices, and doesn't patronise the player any more, or less, than a death/resurrection system, so long as you can look past the initial knee-jerk reaction, of "Oh noes, dumbing down".
Dragon Age is mostly certainly not this, and neither would I expect Bioware to produce such a system.