In games discussion, it’s fairly normal IME to refer to disincentivisation as punishment.
For instance, 3.5 punishes lack of system mastery by placing many trap options, even though the intent was to reward high system mastery with “even better” options and have lower system mastery simply result in baseline characters. 5e, by contrast, has very few trap options, and thus very very rarely do I see anyone talking about the system punishing new or casual players for not knowing the “right” way to build a given class, etc.
Might as well just stop at “the decision to be an adventurer”.
I know it’s possible to have an aneurism and die in my sleep.
The game does not set the expectation that every enemy has a 5% chance of one-shotting a character, nor the expectation that players will know the odds.
It’s not simply causality, though. It is, as you’ve said, the result of choices. The choice to force mechanical “dead” to always mean narrative “dead”, for instance.