Once the characters get to a certain level death becomes somewhat trivial. The cost of raise dead is quite small, unless you want to do a de beers and control the flow of diamonds in your campaign (or house rule the cost).
This is where I break from RAW. For my game, it's not just about money and materials.
1) I've never understood people who treat their characters in a cavalier fashion, taking comical risks because it's "just a game."
(Don't get me wrong, it can lead to hilarious situations. I'm not denying them their fun.)
But I'm trying to get to the point where I can let go enough to do it myself. I haven't been able to yet. It's too difficult to not "bond" at some level with my character. It's a protagonist. Even if I want comedy, I want my protagonist to survive more.
2) This is a character. And there is a religious structure to the game. When your character dies, your soul presumably heads to whatever god you've pledged yourself to, or your character's parents worshipped.
Revivify is the only "back-from-the-dead" spell that appears to NOT require a free and willing soul. That means it takes longer than a minute for a soul to reach some deific containment system.
Everything else demands that the soul be free and willing, which means there is a risk that is either not free or not willing. What happens if the soul is willing, and the god says no? There seems to be a tension there, and the ability for characters to defy their afterlife.
What is the relationship of the character with their god after that? Does the god capitulate every time because hey, this is how GODS make deals.
God A says, "Hey God B, I gave you cred and released one of my dead followers back into the Prime Material when they have no business running around now. Now you gotta do something for me on earth through your organization."
As a GM, you can certainly treat death at high levels trivially. Should you? There's a reason the characters are shaking the world up at high levels. Resurrection may just another mechanism, or it may be something much more.