No, because for the conflation to work, the core working assumption is that all entities participating in any given mass combat are people: sapient creatures who care about things like morale, who can break and be routed, etc. This is a fine core assumption if you're building a system for a game about, let's say, Ancient Rome, where everything you're going to fight with a bunch of legionaries can fit into the circle labeled "other humans", so core mechanics assuming that everyone is a human and will react accordingly are fine.
This game, on the other hand, has armies of zombies, murderbots, zergling demon spiders, mind-controlled fearless fanatics and other shit in it which does not adhere to the core assumption: morale is not a part of every combat by definition, so the core functionality needs to work without morale, and effects of morale apply only when actually applicable. Doing it the other way around results only in a patchwork which isn't ideal, with every single instance of morale/damage conflation running into "these things we're fighting don't fit into the core assumption" and requiring an explicit exemption.
The "let's treat big blobs of lesser entities as a single stronger entity" core assumption has a similar problem: it only works if you don't have weirdo magic powers that a single entity can use on other single entities that makes zero sense whatsoever vs an abstracted unit-blob, and if you insist on using that as a core assumption, every single such magic power is going to need an exception. Or this global copout "um shit let's just force it on the GM to fiat adjudicate, not our problem!" stupidity, I suppose.