I see your point, but as you say, that's a grossly exaggerated scenario. So why should we worry about it?
I've never run or played in a game where true resurrections were so easy to come by, and I'm sure I never will. So you are offering a solution to a "problem" that doesn't in fact exist.
Well I'm glad you can see what I mean, the point of it being such a stupid example was just to point out the xp gain one could receive even after dying. I know that was over the top and completely implausible - I'd never allow true rez's to be that accessible either - but it shows why I dislike the full xp after a death for someone. Even on the small scale with a death only once in a while it unfairly awards someone when they die and get a rez vs. the rest of the party members who didn't die.
If you see no problem with the system in place please don't worry about it - I'm not asking you to worry about, just comparing how others run their games with death/xp earned to my way of doing it, curious to see if anyone else has even run across this? I played with a group for close to 7 years with people coming and going as deployments and PCS's brought them in and out and we used this system with no conflicts (without ever actually looking in the DMG, it was the system in place when I joined so I never really questioned it) and it seemed not only fair, but to work great. Due to my own PCS I'm now in a new group and now that I'm DMing I automatically reverted to this method when calculating xp, one player protested recently (it wasn't the guy who died by the way, the player who died seem fine with the % method as he got nearly 95% of his xp anyway because he died a round before the monster) so I did look into it and found I dislike the DMG's 'once they're raised/rez'd give them full xp for the encounter that killed them' bit, and decided to discuss it here. That's all.
I just find giving someone full xp once rez'd doesn't seem fair, so I break it down by % of participation in the encounter - which also doesn't factor in that often to become a "problem" with uneven leveling, but feels more balanced to me. Bonus xp awarded (by me) for roleplaying or special circumstances changes the xp earned per character by uneven amounts at the end of an adventure, and this happens much more frequently - is that more damaging? Now people will slowly level faster than their companions depending on circumstances.
Everything else aside; why should someone get full xp for an encounter in which they died vs. breaking it down by what they 'earned'?
If the cleric is in a different room, building, or town from the rest of the party when they have an encounter, the cleric would get no xp from that - so why if the cleric was present but died at that encounter should he get full xp - give him some yes, for as much as he contributed, but full? I, personally, don't agree.
In the words of Richard: "Don't fwoosh me bro" but other games like WoW or Everquest don't give you any xp back from any encounter if you die - I find it funny D&D does. Aside from Classic Battletech, D&D is the only other tabletop game I play. Other systems like Conan, Rifts, Shadowrun, etc may run their xp/death thing the same as D&D but I'm not familiar with them so couldn't say.
[And no, I do not play WoW anymore-I got rid of my account before the first expansion and never looked back - hmm with that statement, maybe WoW has changed how they do dying and xp, I don't know anymore, but they didn't once upon a time]