Lemme get this straight- I'm a katana-swinging, tattooed block of muscle who has survived completely on his own for over half a decade after the fall of civilization, and has grown a mustache so badass that it offers more protection than riot gear, but every time I so much as hear something that might be a "super zombie" I shit myself with such force that my pockets turn inside out and I run home to hide in the crawlspace? And I insist on carrying all of my ammunition and medical supplies in said pockets at all times despite the fact that this has happened two or three times per week for the past few years?
I recognize that you have to bleed resources from the player to keep up the feeling of danger and scarcity, but I would suggest that would be better done by making them need to USE them rather than simply taking them away. There's very little need to actually fight zombies since the only real incentive is occasionally gaining another point of max health and running away is essentially free. At time of review, I've run from every zombie encounter for at least two years, have 56 max health, and over half a year's worth of food saved up. (that little cabin must have a HELL of a cellar.) Perhaps giving players more reason to fight or a reason not to run could lessen the need for the super zombie events, which start to become pretty irritating when you pull four or five of them in a row. Also, if the player were to spend more time in combat, giving some aspect of it apart from the zombie's damage a random element would go a long way toward keeping it fresh.
If you're committed to the events that arbitrarily take resources away, you could perhaps provide a little more variety in them apart from "This thing's scary, and you're a coward. Also clumsy," since they get to be pretty common after a certain point.