I'm A Banana
Potassium-Rich
That being said, the *impact* is has on the game is huge. When someone drops to zero it's a big, dramatic moment. The injured PC has to be shielded from vindictive enemies that may perform a coup de grace on him/her, and must be healed/stabilized before death follows. But with this... eh just leave him/her, let's deal with the enemies and we'll revivify him/her right after. The dramatic tension is removed, and the overall risk are also reduced.
Is it just me?
You're not wrong in your impression.
The big question is about the play experience you're going for.
Revivify exists to keep PC's up and alive. Death in 5e is fairly gentle for this very reason, as well (death saves give you a pretty good chance to stabilize and minimize the possibility of bleeding out). The game's assumption here is that PC's who don't die, especially at mid-to-high levels, are a good thing. You've spent some time with this PC, you're invested in this PC's story, them being alive is generally more interesting than them being dead, bam, we get a spell to keep them alive.
It's fair enough to disagree with that - to want a higher risk of death and a higher permanence to it, with death being more of a Big Deal. 5e is just a bit gun-shy about letting PC's die. It lets it happen, but it puts a few roadblocks in the way to ensure that if it happens, it's not just due to one unlucky roll, and even then, it's not the end of the world.