When we play a game, that's exactly what they are though. One of the differences between real life and a designed game.
Maybe they are when
you play a game. They definitely aren’t when
I do; at least not when I play D&D. The point is to make decisions as you imagine your character would do and find out what happens as a result, with the overarching goal of the results leading to exciting, memorable stories. Sometimes those stories are about tremendous victories, sometimes they’re about crushing defeats. Neither is punishment or reward for playing right or wrong, they’re all just stories.
The fundamental attribution error is a concept from psychology and sociology, where people emphasize the personal qualities in others when others err, but emphasize the situation and context when they personally err. The classic example used nearly everywhere is that if someone else shows up late to work, most people (and I really do mean most--this is extremely widespread) will judge that person as being slovenly, rude, or insufficiently dedicated/serious. However, when the person themselves is the one showing up late, it's almost exclusively the situation, e.g. noting especially bad traffic, problems with office supplies or equipment, being misinformed about the location, etc.
Oh, ok. I’m familiar with the concept, I just didn’t recall the name, probably in part because it doesn’t seem applicable here. In fact, quite the opposite. I am not attributing any qualities to the player. It’s not “you made bad decisions because you’re a bad person and you deserve to lose your character because of it.” It’s “you took a calculated risk, and you’ve got to live with the results.”
This obviously isn't exactly the same. But there's a very strong element of "circumstance is irrelevant, the only relevant factor is what you chose to do." That's not a particularly accurate or productive model for talking about decision-making. Situation matters significantly more than you give credit for.
I’m not discounting situational factors. Situational factors play a huge role in D&D. Putting your character into risky situations is a huge part of the game! Of course that’s going to have a significant impact on the likelihood of a character’s survival.
It’s a push-your-luck game, that’s how they work. You do your best to make decisions that will maximize the chances of desirable results and minimize the chances of undesirable results, and then you either take the risk or decide not to. Either way, you have to live with the results you get.
Now, for some folks character death is not tolerable as a possible result, so they take it off the table. And that’s fine! Play however you want to play! But just because a group doesn’t do that, doesn’t mean the DM is trying to use the possibility of character death to
punish the players for making the wrong decisions. That’s absurd!