This stems from me looking into `TestSceneFailAnimation` failures
(https://github.com/ppy/osu/runs/48663953318). As it turns out, I should
not have been mad by CI, and rather should have been mad at myself for
failing to read.
`FailedAtJudgement` in fact does not mean "this judgement, and only this
judgement, triggered failure". If any further judgements occur
post-fail, they will also have `FailedAtJudgement` set to true. It is
essentially a *dump* of the state of `HealthProcessor.Failed` prior to
applying the judgement.
https://github.com/ppy/osu/blob/ec21685c2531af3b243f7f0833ffbb340bf3c044/osu.Game/Rulesets/Scoring/HealthProcessor.cs#L49-L57
Because of this, reverting several judgements which occur post-fail
could lead to failed state reverting earlier than intended, and thus
potentially trigger a second fail, thus tripping the `Player` assertion.
As indicated in the inline comment this is very best effort, just to
make the HP bar not very obviously stuck in a very obviously incorrect
state after the replay is rewound from a failure. There's likely to be a
bunch of replay accuracy issues related to this, but I'm just making the
minimum effort to get this to work semi-acceptably for now.