Anyone who's been playing since Ye Olde Days (1st Ed or earlier) undoubtedly has good reason to be paranoid. Articles in The Dragon made it clear all too often that the GM was supposed to have an advarserial relationship with the players. Yes, he was 'out to get them'! (Not all, thank goodness, but many were.) And this was reinforced by a number of modules. (Temple of Elemental Evil, forex.) And even when the GM wasn't out to get them, characters often died for no good (story) reason. (Poison traps and wandering monsters were 'good' for this.)
As for fighting to the bitter end? Why not? There were, and are, no ill effects from being wounded until you drop. Given the amount of luck involved with a modifier of 1-20 on every roll with any fight, it is entirely possible turn turn a sure death fight into a glowing triumph if your dice get hot.
To the poster who was annoyed that his players were sure that there had to be a secret door at the end of a ramp leading to a blank wall? I'm with them, there isn't any good reason for it to be there. This also goes hand in hand with the roll/role playing debate. Here's a situation where roleplaying informs the characters that there has to be something there, vs. rollplaying (or, in this case, metagaming) that tells them that there isn't. So, which do you want? If its roleplaying, make the world consistant. If its metagaming, let them know ahead of time.