I'd say this goes well beyond 1 level, and it's something that can and will happen all throughout a typical old school D&D campaign, if you play it by the book. Tons of monsters and traps have instant kill abilities vs one failed d20 save roll, also books give you very little means or resources to scale challenges to level of players (monsters don't have challenge ratings, most of encounter tables are universal, etc).
If you just don't prefer that, then there's not much to argue against, because I'd say that's hardwired to the spirit of classic D&D (look at the early modules, like Tomb of Horros or Temple of Elemental Evil). Personally I am only bothered by this, if a game doesn't complement or support these rules, and forces you a narrative unsuited for them. This is the case of Baldur's Gate. I love the series, but I'd never do a D&D campaign similar to Bhaalspawn saga.
Old school D&D rules don't do a typical game / movie / book plot, which centers around fixed protagonist well, because of these unfair and random deaths. In a good campaign dying isn't a game over but a setback, since usually you just do another character and story goes on. You "lose" only when you fail to do some campaign objective (like as an example, one campaign I played long time ago, players as a party failed to stop Elemental Prince of Ice, which resulted a new ice age for the realm. Tons of player characters died, retired or turned to NPCs before that final defeat happened after couple of irl years of playing).
I don't have much 2.0 experience, beyond old school cRPG's, but this is all sounding pretty similar to the Call of Cthulhu d20 system - it's pretty much expected that after a couple of adventures, something will happen (usually insanity or death) that forces you to retire your characters.




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