I don't have any issue with rez being obtainable actually. My longest running campaign that I ran from '89 through to the mid 90's with mostly the same characters was memorable largely because the players had grown so attached to their characters and all the trials they went through. Of course they were trials because they were very difficult and people died.
Does that mean it should be "cheap" to rez a character? No, but to riff off my prior stolen statement "create the risk of permakill, but don't permakill." If a player truly wants his character back, it should be possible, at least later in the game. I don't even agree with the aspect of 2E where there were permanent losses and setbacks. The character should eventually be able to get to a state where they're "good as new." Having said that, there should be lasting effects with the character taking quite awhile to get back to 100%. If there's not a party member with rez available it should be quite difficult to obtain, possibly involving a quest. In every case, it should be extremely expensive, setting the party back financially.
I agree that a rez should be possible, but as a ritual quest sort of thing, IMO. Revivify being a simple 3rd level spell really makes Death seem trivial. I also don't think that a simple Financial set back really puts Death into perspective. Sure, these are Heroes, and should be Heroic, but just being revived at
all means they are practically blessed by the gods, so I think they can pay more than a simple fee. If I didn't already have a system in place that I wanted to test, I would probably think about permanently removing the spell slot used for a revival, at least until a level is gained. This would mean that getting an NPC to rez your character would not just be expensive, but INSANELY expensive.
Mathew Mercer has a ritual that takes place whenever anyone casts a revival spell, a 1 person ritual for Revivify but 3 people for higher level resurrections, and people helping in the ritual make rolls based on what they are applying to call back their friend. Each success or failure alters the Final DC, which Mercer rolls against to see if the Revival succeeds. He also has a rule that each time a character dies, the DC goes up by 1, making death progressively more likely to be permanent.
I didn't go quite that far, and am just attaching a cost to revival in my world, a point system where a PC who is revived multiple times is faced with worse and worse permanent effects. A 1dx of damage after a long rest away from a fire, eventually even if they do sleep near a fire. Disadvantage on saves vs. Cold effects, and also eventual Vulnerability to cold, though on the level they become vulnerable they also get Advantage on saves vs. Fire spells, and later Fire resistance. Eventually, a Cold spell will instantly kill them, but they will be immune to Fire damage. That is long term though, maybe after 20 revivals.
Basically all of this amounts to my opinion, that simply having people die easily in your game is not enough to make Death important. There needs to be a significant cost, from a reasonable scaling DC for revival to a ridiculous loss of a spell slot, the players need to feel the pain when they let someone die on their watch. All IMO of course.