I'm a big advocate of death and losing in adventure games. I think if a gamer is given enough warning that what they're about to embark on involves an element of genuine danger it makes for a much more intricate engagement with the game out of sheer glorious TERROR.
The puzzles in some King's Quest games border on the masochistic and I would feel disappointed if there wasn't some attempt to beef up the difficulty in order to genuinely reflect what this series was all about. You were adventuring in strange new worlds where fairy tale and horror had come to life - sometimes the best approach to make sense of this crazy world was to take a stab in the dark. You better grab that item right now or else you might never see it again! Maybe if I write this guy's name backwards i can pass this area. Things like that.
Dead ends are considered the worst possible thing you could do in an adventure game. It was part of the LucasArts manifesto to go against this design flaw, which brought about a flurry of genre defining adventure games that lasted up until Grim Fandango. However, that was never King's Quest's concern. In fact, when they removed unwinnable states in King's Quest VII the game was lambasted by fans for being TOO EASY!
So, why not bring back the dead end? Some of the most popular adventure games today have refined what it means to have an unwinnable state such as Ace Attorney and Ghost Trick. Surely there's a way to reconcile delicious punishment in a modern era of adventuring without throwing away the whole thing!