Which then brings up a question. If there are "specific ways" the genre deviates from reality, we can ask: Why those ways, and not others?
If we have a stack of thing that are all "realistic", and we discard three-quarters of them, the differentiator between what we keep and what we throw away is not "realism". So, the reason we keep death in is not actually realism. There's some other reason we keep it, and throw away the other realistic things.
The question is then what is that reason?
This is a vague, and thereby passive-aggressive, comment that has nothing to do with the current conversation. Highly bogus.
And, by the way, it is a crummy accusation - I mostly run games. Death is the least interesting complication for PCs, but is it also the simplest and easiest for the GM to implement! So, if I was doing what was most convenient for ME, then I'd be eliminating a whole lot of other things before I avoided death as a consequence.