That depends on what you mean by "linear wound system".
In FATE, for example, you have a few stress boxes, and consequences you can take instead of taking stress boxes. In the right circumstances, you can take a high level consequence before taking any stress or lower consequences. There is no clear linear progression of how you take damage.
In Shadowrun (earlier editions, anyway, I haven't followed the later ones), a would could be light, moderate, heavy, or deadly - 1, 3, 6, or 10 boxes, respectively. That is not linear.
You want something like Millennium's End RPG, in that you had something like 25 body locations, and you used a template hit location system (more recently seen in Aces and Eights) and depending on location and penetration of the wound, it had various results, including things like broken bones, bleeding, puncture lungs, etc. So it was possible to die from a single bullet to the head or other vital area, or you could take loads of hits but to none vital areas and be okay (well not okay but not dying).
What about Dogs in the Vineyard style? You take dice for each wound and roll them at the end of the fight. Only then do you look down notice that hit was the sucking chest wound that will kill you.