I hoped it will prevent health going down to 0 when too many traits/effects that decrease health are involved. You mentioned that BE operates separately from the main game, I never thought it will be affected too.
I see, actually that was old Jake's BE, fighters there were completely isolated from PyTFall's characters. Minimum should always be 0... if we were starting to code the system today, I'd make that 0 even for luck and disposition and remove it from settings.
Basically min 50 means that health can never go below 50, making all characters in the game immortal unless whatever is supposed to kill them does at least damage of 50 or more (but even in this case, there health will still remain at 50 eve though death was triggered). So when we are testing SE with a setup of weak wolves vs weak team, all the nubs on both sides fight till their health is at 50 and only occasionally critical strike is rolled that would cause damage over 50 and finally finish someone off/ends the BE.
It was a weird case which I couldn't figure out for a while

In some cases, when traits that improve defense were rolled on top of Warrior trait for at least one of the testing characters, BE would go into infinite loop because even critical strikes from such shitty opponents could no longer kill her. And apparently level 1 random warrior without equipment never trumps level 10 wolf... no matter how lucky they get with traits.