Crothian's right, this is not demonstrating understanding of the style.
The only thing that's "safe" about a low PC mortality game is that... you can pretty much keep playing the same PC without having to make death a revolving door accessed by magic. That doesn't imply that anything else is off the table.
And what you can find in many cases is that if players keep playing the same character, without the comedy effect of plentiful resurrection, they develop more attachment to the world. They stick around to see the consequences of their choices. It means more to them when at 7th level they're helped out by the guy they defended at 1st level, because it's the guy they defended at 1st level.
That means you have some failure options that hit hard: things that you cannot fix with a raise dead spell. Because they care about the world, their successes and failures change the world in ways that really hit the players. If it's not "you slip up, and you die' but rather "you slip up, and the city is plunged into civil war, and many of your friends and allies and relatives will die," players like this pay attention. Things become personal.
What you describe as a "safe" style requires players who have no interest in the game other than whether or not their characters live or die. I suppose that could be a hazard -- but I wouldn't bother running a game for players like that.
All players should care if a character lives or dies. And this is a big disconnect for 'Safe Games'. As the players know for a fact they won't die, they can sit back, relax and even goof off. They know that no matter what happens, the DM will handwave it so it won't be death. A player can be on his cell phone during a dragon attack and know 100% that his character won't be killed.
In my deadly game, the players must pay attention at all times. Death is everywhere. And if the player does like a character, they must be extra careful to keep that character alive. They won't take a risk that a player with plot armor will take. Also the players do develop strong attachments to the world, and 'play hard' to keep them. If a character gets something, they want to keep it. So, again, they will be careful and smart.
Too often in a safe game you see the player of the 'chosen one' not care at all....they know the plot armor will keep them safe. Worse, a safe game can feel hollow. "We made it to level 13 in the "has very different meanings between a safe game where the DM held each characters hand and made sure they made it to the end and my killer style where the players know without a doubt that they made it to the end with no handwaving by the DM.