Yours and a couple other points made me think... what would a D&D "life-insurance policy" look like?
Excellent question

. I think it depends on the specifics of what life insurance could entail... but if I had to pick anything, I'd go with something along the following:
A large upfront cost, and a backend cost; half the cost of a Raise upfront, and if the Raise is successful, a Future Earnings cost. Let's say a scaled amount based on life expectancy, making up an Annual Percentage tax which could go from 15-45%. Essentially the individuals who purchase such policies put their lives in the hands of a church or other raise-equipped organization... from there, it is just gravy. Indentured servitude for a period of time may also pay for it...
Perhaps a conceit is that with Citizenship comes the benefit of the Second Death. 'Citizenship' is earned through 5 years of service to a polity, which then grants the right to be raised based on what that service amounts to. A talented mage, for example, may be granted past the Second Death if he honors the polity and grants them use of his talents past the date of Service . . .
Other groups may not have a Life Insurance policy so much as a Bring You Back guarantee. I recall the whole concept of signing over your body and mind to the military in the real world... now imagine that those who fall on the battlefield don't get raised so much as they get... changed

. A marching band of soldiers is bad, but a group of soldiers you know will come back as ravenous ghouls upon death . . . well, the idea of killing and looting becomes more complicated.
In all, with the many nasty ways to die and come back to the world, I think that death would be LESS common. I mean, the fear that your mortal remains may be subjected to necromantic experiments upon disposal by the enemy, and knowing that your own side may do the same...
Of course, necromancy must be evil, right? Then again, all is fair...
Slainte,
-Loonook.