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Same as undead getting tired but not really and just having a separate name for it.
It's a game, not a simulation.
GW: "<handwavery> Magic stuff happens."
This has troubled me for years.
It's actually quite common in fantasy fiction that certain types of undead are vulnerable to venoms and poisons. In Diablo 2, the undead were weak to poison and it was often the first damage modifier you got. I think most or even all editions of D&D say the undead can be poisoned. Why would this be the case though? Poisons are varied in how they work; some block enzymes, some damage the nervous system and some directly attack a specific organ. But if the only result of those is death, why would that bother something that's no longer alive?
Well poisons can also be enzymatic. Bananas have a very mild toxicity when the skins ripen that affects other fruits quite badly, which is why you should always store them separately or else all your fruit dies and rots quickly. Burning the undead can backfire because many of them will still be 'moist' in order to function, which will dampen flames and can mean a fleshy golem still coming at you except now it's on fire. Corpses filled with gases can also mean a dangerous explosion if ignited. An enzymatic poison can work well because by no longer being alive, the undead also lack the defences the living have against poisons; excretion, sweating, swelling or metabolism. Once a zombie, skeleton, vampire or wight has been attacked with a poison, they are stuck with it breaking down the tissue it's in contact with until it oxidises or is physically removed, each cell of tissue broken down releasing and spreading the enzyme as vapour.
A better argument would have been "it costs time and money to create "in depth" mechanics for each faction, units, and abilities". After all, video games are a business industry where profit drives success (generally).