I appreciate that you put advice for the GMs in the natural path of how someone would read this. It means that 'good practice' is in the open and becomes responsibility of the players too. It also makes learning to GM this system feel natural and not distinct from learning to play it. This is really good to see.
The character sheet design is simple and easy to navigate. It has thematically related touches (skulls to measure infection, blood splatters) and this is neat. But most importantly, it's very easy to use. This is a great thing.
Barricade rules seem pretty simple. I think the focus on strategy detracts slightly from the horror but I'm not very familiar with the zombie horror genre, and I trust that you know what's up.
While I review this, much of the hexcrawl location section is a WIP - but the parts that are done are pretty helpful for the GM deciding locations, and do a good job at easing their load. I sincerely look forward to seeing the finished work.
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I think the first thing I contended with here is attributes as 'natural aptitude' whereas skills are trained. The line feels arbitrary in a way that's hard to wrap my head around; I think this is especially because the skills obviously are derived from the attributes (and colour-coded to signify such). This doesn't incite any instant mechanical problems, but it does provide a minor 'paper-cut' in seeing how your character sheet translates to your character. Rephrasing it as a more vague 'fundamentals' might reduce friction, as a light suggestion.
Another concern is that you specify these should feel like 'real people' not action heroes. This feels dissonant with the use of exploding dice for damage & the large range of skills, some of which feels Very Much like they're trying to recreate cool action moments (e.g. improvised explosive). This problem is not fundamental, I think it just means that you should think more about how you expect player characters to be (generally), and how the mechanics push them to act in that way.
You've renamed advantage & disadvantage to edge & burden (presumably for thematic reasons). This is not a problem by itself, but I'd encourage you to do a check over to references to advantage & disadvantage (mechanics-wise) so as to reduce potential confusion.
I'd also be wary of giving the Undead an order of actions which are 'programmed in'. If they always grapple first, and they only bite a grappled target, it becomes very easy for players to develop ways of getting around this.


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