It depends on context, story and execution.
Taking a few samples from Sierra:
Gabriel Knight: The snake puzzle. If you have a snake squeezing your neck an you don't react in time, you die -> Good Example for a situation where death it's an appropriate outcome and it's logical (and you actually have enough time to try something). My only complaint: the game didn't have the retry option so you're stuck to load a previous save game if you fail.
Gabriel Knight 3: The pendulum puzzle. If you miss the split-second timed click, you fall and die -> The outcome is logical, but it's a bad design since it punishes the player for not being "precise" (In fact that part of the game seems more like an action-adventure game to me. The rotating platform with blades and the pendulum looks more like an Indiana Jones game than a Gabriel Knight one)
Phantasmagoria 2: The Creature Mix. If you combine the incorrect creatures, you die. No warning, no context, nothing. Not only it punishes the player for not knowing in advance, but it forces you to save, try, restore, and continue until you actually find the combination that works (unless you cheat or are lucky enough to make it right in the first try)
Datasoft's "Dallas Quest" (Parser adventure). Something as simple as waiting in certain areas result in death.
Example:
-Wait for around six times (meaning you enter wrong commands or the wait command) when caught in a tree.
Game Over: "Oh well, at least the jaguar had a nice meal (you!)"
or
-wait in the pasture four times.
Game Over: "The cattle have trampled you to death."
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