As I've said many times, your "scary" is my "frustrating". The fact that you seemingly can't accept that things that you consider scary were never, ever scary to me is not my problem. I think level drains, taking away items of specific types of builds (i.e. rust monsters and warriors in heavy armor) and so on were poor design that always felt like they promoted an adversarial relationship between GM and player.
I also don't think forcing - sorry "inspiring" - specific behavior is my job as GM. There are plenty of times when there are situations the group should not rush headlong into is obvious. I set up a dangerous scenario, give the players enough information for them to realize that it's dangerous and they decide how to approach it, I don't need level draining rust monsters with the plate clad fighter cowering in the back to make it happen.
There is more than one approach to horror and to increase the risk level for the PCs than the old school threats you keep pushing.