Which means that, if you want, you can accentuate an aspect of this and incorporate it into the campaign world Make it interesting! A world with an easy way to never die would be wildly different (and probably cause a lot of different choices). On the other hand, a world like that is also one where people might want to try and control that. All sorts of ways you could go with that.
Yes, exactly. I'm hoping to hear from people about decisions that they have made in their campaign worlds regarding this aspect. (Lots of great ideas in the thread so far.)
I'll back up and riff off a few of your other excellent points.
Revivify is a third level spell! That means it comes on-line when a party hits 5th level, and any 5th level cleric in the world can "bring someone back." But that's got a huge temporal restriction.
Revivify is a staggering spell! If I had something similar in one of my game worlds, I would presume that a prerequisite for employment as a bodyguard or nanny for the rich and powerful is that you are a cleric with that spell. (Or maybe you have a magic item or scroll.) One minute is tight, definitely, but could save a life in many circumstances. I also like the idea, floated up-thread, that this spell interrupts the process of death such that the soul hasn't fully crossed over to the afterlife. That's good fluff to explain why it always works.
So raise dead is effectively a get-out-of-death free card, and is available not just to any 9th level cleric, but to 9th level bards as well (you can also cast reincarnate, if you're feeling frisky or need to hide out from those who killed you).
Love the thought of reincarnated criminals starting a new life. I could see organized crime keeping such spells handy.
By the time you have 13th level Bards and Clerics in the word, they can literally go around graveyards and resurrect anyone who has been dead for up to 100 years. And ... this is a rechargeable resource.
I wonder how this might change funerary practices. In my current campaign, you need a relatively intact body to successfully raise the dead. Thus, cremation makes it impossible. If you lost a child to an illness or accident, would you cremate them to prevent any necromantic shenanigans, or would you want them buried intact in case you could eventually raise the money to hire a cleric?
So to answer your question- the world doesn't account for this. Just as it likely doesn't account for armies and AoE spells. Or mending cantrips. Or easy continual flames and lights to keep the lights on everywhere. Or all sorts of other things. This is about the players.
In my experience, though, some of those other elements get more focus than the idea of raising the dead. (Not always, of course...
Abydos, in the GURPS Banestorm setting, turns a lot of this inside-out.) I've played in many a fantasy city with enchanted streetlights, magically skilled tailors, otyughs processing the city's sewage, and physical defenses modified to be more effective against the magic of the setting (anti-invisibility gates, no-fly zones, etc.).
I have never yet been sent on a quest to recover the Duke's lost child so that they can be resurrected.