Everywhere. Any time you translate anything into something that isn't numbers, that's more or less what you're proposing. Most games have some of this, though it shines through in different places and using different methods.
In terms of the whole system, I'm pretty sure some of the RotMG and related megathreads have attempted to use that or something like it at times. They're kind of a... unique case anyway, though, and navigating them is pretty much impossible. Probably even for their natives.
I forget which one, but at least one of lawas' games tried to track bleeding and such but didn't actually assign penalties to it, which resulted in players tending to never actually get anything fixed because it didn't matter. Getting wounded in the first place, as I recall, functioned on a similarly semi-arbitrary method.
ER tries to use realism for a lot of stuff, which is one reason it's undergone a few reworks and, at least previously, tended to gravitate towards "if you don't roll a [1] on Endurance you survive enough to be revivable." The current system is more formalized than what you're proposing, but still uses a die for randomness, described brackets for skill/attribute modifiers, and GM interpretation for making stuff happen, as there are no HP or numerical damage values or the like.
On that note, Perplexicon games tend to do this as well, though on a lesser scale because most actions are a given set of magical words manifesting through a given set of rolls.
The system is hidden so I don't actually know precisely how it works, but most of Weirdsound's non-Silly Rougelike games use dice to determine outcomes, but have such a heavy focus on politics and the like that there is by necessity a huge amount of interpretation going on. Redleaf Epic is still running in theory, though currently in a lull.