I try to be realistic about this. You see, if a game doesn't have a dice system to arbitrate risks/plot twists, then you're going to have a game with a wide population of "main characters in their own story" who will only choose the outcomes that fit what they want for their character's story. Only...not everyone can be the Space Admiral, or the TOP pilot, or the special snowflake telekinetic rarity, or the fabled only person in the universe with the unique skill. I've been in plenty of scenes where it was just a bunch of "main character" players leap-frogging over each other to be THE hero with the winning solution.
Dice solves who hits, who doesn't, and saves the game from having a bunch of free-form roleplayers from all being the super magical wonder person or ubertragic lone survivor trope.
The problem with games/systems that don't allow players to die, is the theme of the game needs to determine the tone of the story. Let's use the Battlestar Galactica Mushes as an example. In BSG you had horrific headwounds turning characters into brain damaged translators. You had gunshot wounds to the knee leaving a character with an amputated leg. You had military-grade trauma. SO, if a character can survive a CRITICAL MASSIVE HEADWOUND by a round shot from a Cylon Raider, through the cockpit of their Viper, and into their head, then the round clearly isn't a paintball round or pellet. That would kill anything. That hit would kill a rhinoceros.
When you are playing a game with stakes, it is important to identify that there are players that play fair with damage. Their massive leg injury becomes a limp that will negate their ability to pilot Vipers. Their head trauma results in a mangled, scarred appearance on their once attractive character. When other players do not play fair with their damage, or risk of damage, in lieu of telling their story (because their want for a story > the story as a whole), then the game breaks. Why? Because the players who are willing to suffer negative consequences due to bad dice rolls or fairly judging how to roleplay damage incurred as part of the story that involves the whole of the game are not only caring about their story, but the story for the whole of the game. They are willing to suffer a negative character angle because it makes sense to the story and the damage incurred was part of a scene involving other players.
Any player who ignores damage or deadly wounds received because that gets in the way of telling the story they want to tell, is pretty much saying "I am picking and choosing the things I think were important out of a scene involving 10+ other players, and since I don't want to roleplay my character being hurt, I'm just going to ignore that part about being hurt."
I couldn't disagree more that character death isn't important. Not everyone can be superhuman or come out of so much trauma and damage unscathed. Sometimes, to build drama, an unexpected character death is necessary, and if the player isn't so busy worrying about themselves over the good of the story as a whole, they'd understand that shrugging off damage or death because its inconvenient to their wishes as a writer breaks the fourth wall for everyone else trying to immerse into a story.