Yes. And it is. By having an interesting story to engage with through play. That’s infinitely more meaningful than a spendable game token or a temporary bonus. Conflict creates story. Without conflict there’s no story.
Yeah, and when there's no incentive to create a conflict, most of the time the only person interested in creating conflict gonna be the GM. Y'know, the only person who's ability to participate isn't dependent on their character's ability to act.
I'm sure there are people who are eager to see their character suffer even without an incentive (I'm one of them), but that doesn't mean that having an incentive doesn't help.
Sure, but without a bit of adversity or challenge or difficulty, there’s no point in playing. It’s boring to just win all the time. I’d say not having challenges is more boring than missing a turn here and there.
I don't know where you've got "not having a challenge" from. There's already a dude who's job is to provide challenge and adversity. Why should I risk my own position to do their job?
When I as a player don't risk anything (like, say, in Fate) -- I'm willing to put my character in a bad spot, break them a few bones, break their will, and see them suffer -- I just know that even in the worst-case scenario I can strike a deal and continue playing. And by getting my character in trouble I actually now have
more influence on the game state.
I know have a leverage to get more successes and outright declare more facts. To lose is a winning move.
Losing in D&D is like the opposite of a winning move.
Of course you do. In game you can run away. Out of game you can talk to the DM. Knowing ahead of time that the characters are relatively fragile at lower levels should lead players to make backup characters, just in case. It is a game after all. The dice may not go your way.
"Talking to the GM" isn't a mechanic. I'm 100% at their mercy -- I don't have any bargaining chip other than puppy eyes, and while I can do puppy eyes, I prefer to act with certainty.
Running away is another
very uncertain thing, as by standard rules it just doesn't work most of the time (as enemies most of the time has at least the same speed as you, probably more) and chasing rules aren't exactly player-facing.
Then why go out and adventure? Why get into all those fights? I think you’re over emphasizing how precious most players are about their characters. D&D is literally a fantasy adventure game. If you don’t want fantasy adventures you’re playing the wrong game.
99% of the time there's already enough danger imposed by the GM. Creating more is good for the story, but bad for the player.