Fenixp: Well... The issue here is that they're videogames, and as such they are limited. Whatever happens in an RP game, DM can always react, accomodate the situation so players can still proceed, stuff like that. In an actual game of DnD, when DM obviously wanted us to talk to a certain character, we have opted to kill him mid-conversation. That would be 'game over' in a videogame as it can't react - DM just improvised and threw the needed exposition our way in a different manner.
Not helping is that they used AD&D as the basis for a computer game. Look, I've been reading up on AD&D 2E for a Planescape campaign I'm currently trying to get started, and I get why people like it, namely that it provides a lot of flexibility with regards what a player can do at any point in time with the DM exercising judgment over what they think should happen. In a computer game, however, no looseness in the rules can be tolerated, and the software acting as DM needs to be able to apply the rules consistently. In a 2E PnP game, if the player wanted to do something unconventional, I could either use the rules as a guideline or just make something up, whereas a computer can only allow the players to do things that the rules explicitly take into account (leaving no room for a PC to, say, silently climb a nearby structure and drop down onto the enemy to cause extra damage).
All BG does is rigidly reproduce the battle mechanics from AD&D, and even then it seems to change things almost at random (Chromatic Orb gives targets a +3 on their saving throws, nixing of resurrection limitations). All other aspects of the game are either oversimplified (the remaining thief skills) or just flat out slashed (missing thief skills, nonweapon proficiencies). While it is true that a computer game will always differ from a PnP session by virtue of unskippable scripted events and a campaign that cannot be derailed, I sincerely wish that they had waited until the release of 3.5 before making BG; say what you want about it (please do, I have), but at least it's a more rules-intensive system that would lend itself more to automation than 2E.
The problematic way that the game implements 2E, coupled with the bonkers pathfinding AI and the mind-boggling decision to have the game unpause by looking at the inventory (along with a few other problems OP mentioned) pretty much guarantees that your characters will often die for the stupidest of reasons. Save scumming is pretty much required, because otherwise you would risk entering into a cycle of going to and from the same temple to get people raised without making any progress; you could try to actually use the special potions you pick up, but given that you probably have everyone armed to prepare for things that they will almost certainly face (healing potions and antidote, mostly) with room for maybe one extra potion in your belt (assuming that you aren't using Minsc or carrying a wand/scrolls), you have to either pray that you were smart in having a lightning resistance potion on standby and that the enemy wizard will not use a fireball instead (which usually isn't the case), fumble about in the inventory for that fire resistance potion you left in the backpack in favor of lightning resistance (which will likely result in at least one party member death), or save scum and quaff the appropriate potions before the wizard is onscreen in the first place (which is the cheapest sort of metagaming).
tl;dr: maybe the designers wanted the game to not be played with save scumming or otherwise metagaming, but the poor implementation of AD&D as an automated system and other quirks that cause bullshit PC deaths pretty much require it.
PsychoWedge: Well, I'd say the actual issue is that lumin doesn't want to play the game the way Bioware intendet it to and then devoted almost two decades of brooding and thinking to this thing instead of just fixing it in that incredibly easy way that is doable and that entails nothing more than just not loading and saving apart outside of starting/shutting down the game and starting over when CHARNAME dies. I know people who've done that in BG1&2. Even with solo runs. I don't see the appeal myself but then again I'm like super lazy lame. xD
See my prior post: because most of the deaths are due to a faulty implementation of the rules, AI glitches, the inventory management system, etc. I'm not a fan of "iron man style" on long games, but I'd be more on board with it when restarting was due to the player not acting smartly or quickly enough as opposed to the game misbehaving or the player not cheesing the game by using out of character knowledge.