That's the good kind of health regeneration, so it's fine by me. I wonder how many segments of health-bar there will be, though? I'm guessing they'll go with four or five.
I think they might do well to overlay an injury-system on top of the segmented health bar: when you take enough damage to deplete one or more segments (or maybe only if you take a lot of damage at once), you receive an injury which corresponds to how you were hurt. Head injury = eye damage or concussion, Leg injury = slowed movement speed, etc. An icon representing the injury appears, to fill in the missing health-segment. Maybe you have to heal injuries in different ways (nothing as tedious as Metal Gear Solid 3, though, please!) and sometimes in a certain order; injury-icons could have a priority rating and 'bump' each other up or down a segment. I've always appreciated the protagonist's injuries slowing him/her down in Resident Evil, but it'd be cool to mix it up a little bit to account for the type of injury.
Another cool way to mess with health bars is the Max-HP-Damage thing: when you take damage, a portion of it is permanent, or maybe just harder to heal. Dragon's Dogma does this (not all that well, unfortunately - spells won't heal "permadamage" but any curative item will), and I think the Ninja Gaiden games (hack-n-slash reboot, not the original sidescrollers) did too. In the case of RE6, this kind of system would probably be redundant.. so what point am I trying to make? I guess it's: "I like talking about health systems".
Regardless of how they do the health bar, I just hope it's scarier than RE5.