Remember, that at the level where Raise Dead becomes more or less easily available, death itself easily comes to you as well.
In one of our (higher level) campaigns, we had several incidents in where the characters simply died thanks to a single, little failed save. And in at least 2 cases the characters died just because they rolled extremely poor, something you don`t really expect. (If a 18th level Paladin/Cleric/Fighter/Hospitaler failes his Fortitude Save against a Disintegrate or something like that, you can`t say that this is expectable!)
None of these death were because the character had really deserved it through stupid actions, just because it was a possible and "fair" (in regard to Challenge Rating) outcome.
Disintegrate, Harm and all the other killer spells are awaiting the player at these levels.
Save and Die spells and Criticals have one thing in common - they favors the NPCs. The PCs are constantly subject to such dangers, and once in their "lifetime", they will fail.
Raise Dead and similar spells are just there to compensate for the lethalness that opposes the characters.
If you are going to remove Raise Dead, Resourection or True Resourcetion, be sure to also remove Save or Die spells and effects (maybe even Massive Damage Rules, or Criticals?).
And even in this case they will probably be in disadvantage.
Anyway, you can restrict Raise Dead and similar spells.
In my Space Experiences Campaign (homebrew), I decided to allow these spells but (because I also somewhat disliked them), they have one disadvantage: You have to be on the homeworld of the character to raise him.
Mustrum Ridcully