That's one of the things that annoys me about Noita... It's got the random sudden death angle of roguelites (and indeed, many of these deaths will likely be under comedically stupid circumstances!), and it's always permanent. Even attempting to savescum will generally bork more than it saves.
...but the general flow and build of the game greatly rewards slow, methodical, extremely careful and thorough play. A basic win can easily take 5-6 hours. An advanced win, if the stars even align in such a way to make it possible for that seed, can take at least three times as long!
And at any point during all of that, you could just die. There could be an enemy offscreen that finds a random wand and uses it on a rat, causing an explosion so large that the blast zone includes the screen you're on, and you die without ever having seen or known about the cause of your gibbing.
And when you die? That's just it. There's almost zero meta progression. Your next character won't be stronger or have better wands or access to new perks or anything like that, it's as if your painfully slow and steady previous run never even happened.
The only progression that carries over is a few special spell orbs that are guaranteed to contain specific spells when you find where they're hidden. It doesn't actually unlock them, since at this stage in development everything is already unlocked, but it is guaranteed to be that spell.
And once you've picked it up once, every subsequent run it will be replaced by a health-up, whether you win or not. No spell ever again, unless you reset your progress. That's currently the only thing that carries over from one run to another, and it's more of an adjustment than a direct upgrade.
... anyways, rant aside, there is of course that old puzzle platformer
Life Goes On. Slightly different interpretation of what you're saying, but it definitely counts for having death as a mechanic for progress.