Was the high mortality rate I observed in 3e unusual?
No. I killed plenty of rogues in 3.x.
It's a combination of them being "glass cannons" or "glass ninjas"; they can dish it out (making them threats), but they can't take it (low hit points). They don't have a lot of hit points. Also, fighters were pretty weak. Sneak attack was a lot scarier than the fighter's class feature of +2 or +4 damage, depending on level.
Worse, they had the lowest important saves. Rogues have low Fort and Will saves, and little incentive (other than boosting saves) to boost those stats, especially Wisdom.
And on top of that, rogues (and rangers) frequently scout ahead of the party, far enough that the fighter's clanking won't alert enemies. The rogue might only be one round ahead of his friends, but if he's facing a dire tiger (Scent!) or demonically infused elemental (a template that gives an elemental permanent haste) or anything else that can dish out grappling or full-round attacks or monk death touch or anything lethal like that during the surprise round, the rogue might die before the party can catch up to them.
(I've killed rogues even when they've been
cautious. Back in 3.0 I used a beholder. They sucked. A cleric with a crossbow could kill one in one round [after the cleric had dropped Flame Strike, the beholder had used its Anti-Magic Cone on the wizard, fearing its greater damage output]. The rogue climbed a tree, gaining cover and concealment. The beholder spazzed out some rays, managing to tag the rogue's high touch AC despite the cover and getting through the concealment. It was the disintegrate ray. Pfff!!! No more rogue.)
In 4e their survivability is greater. Low Con has little effect on hit points, and your hit points are more than decent too, plus leaders can heal you with a minor action. A rogue will frequently flank an enemy alongside a defender who will mark the target. While the rogue is dishing out more damage, the enemy has to choose between killing the rogue (a strategic option) or going after the defender (they have higher AC and do less damage, but you're not at -2 to hit and you won't be taking free hits [from a fighter] or radiant damage [from a paladin]).
(My current Dark Sun party has a defender, who tends to stick near the spellcasters, while a rogue and barbarian go forth. Barbarians can only protect their allies by seeming like a greater threat, not being actual defenders.)