Technically, you are NEARLY DEAD but you barely escaped with your life. The penalty even calls it a near-death penalty. Just like Glenn appeared to be zombie food even so we emerge from our own dumpsters narrowly averting death despite the cliffhanger final scene showing zombies jumping on our prone bodies and starting to munch. We just didn't see a member of the Crazy Jake clan pulling us from danger at the last moment and taking us home to our bedroll.
Actual daisy pushing would involve us not playing any longer after it happened. That is a mode many are hoping will be made part of the game. Actual death.
Let me ask you this, Mr Mortician.

If logically the death you are saying we suffer should wipe all debuffs then shouldn't it also wipe all benefits? All perks and skills should be lost and start from zero once again. Otherwise there is no consistency. Personally, I'd rather keep all the good AND the bad character status effects after ALMOST dying.
But I'd be happy to keep it as an option for people who just want to keep all the positive good stuff and none of the negative bad stuff and have NEAR DEATH wipe the debuff slate clean.
Nope, we're ded. However, unlike the Parrot, when you put 10,000 volts through us, we do get up and VOOOOM!
All our Buffs and Debuffs are wiped. So that candy, buffy food? gone.
(I wouldn't be against food/water taking a hit on death though. Waking up from the dead is gonna give you the munchies)
Then again, it could be we just had a soulstone going, thus we never really die. Warlocks. heh-heh.
BTW, I'm not against a dead is dead option.
Mr Mortician. I'd take that as a title.
You don't need to bring both water and tea. Down to 10.
I don't bring antibiotics/honey. Infection is slow enough and rare enough that I just stop by home when it's convenient to cure it. I generally have a decent stock by day 3-4, since i hit every stump the first few days, plus antibiotics are a common quest reward and a reasonably common find from med piles/cabinets. Down to 9.
I don't bring splints. The components to make them are common finds in many loot containers, so usually if i need one i can make it. If not, i head back home after i finish what i am doing. Down to 8.
I don't bring vitamins. If i haven't looted one, again i stop by home when i finish what i am doing. Down to 7.
I don't bring bandages or sewing kits. Common loot + everything they fix can be fixed by FA kits/bandages if i don't have them. Down to 5.
Food, tea, and painkillers are always for me. I prioritize getting a farm going, including aloe seeds, so very early i have a renewable source of FA bandages, which are then always with me. Until then, i will carry reg bandages. FA kits are always with me once i get to t3-t4 level quests. Before that, i bring em if i have em.
So 4-5 slots, although i don't consider food and tea to be for first aid. I am bringing it to eat/drink as needed. So to me, 2-3 slots for FA which i consider very reasonable even on vanilla settings, especially since i play carefully and rarely get critical injuries anyways.
Deep Laceration needs a sewing kit. (can't remember if a FA kit will fix that one)
Abrasions: reg bandage, for some reason FA bandage wouldn't fix that. (bug or bad memory) but yes, cloth is easy to get.
Red Tea is what I keep for drink until I can make purified water. Goldenrod Tea is for dysentry (red won't fix). Can usually skip that one.
Vitamins: sometimes I find a bunch, sometimes none. Since I don't know what gives the fatigue, I keep some with me. (it's a very heavy hit if you get it)
Infection: yeah, can skip that later on. Early on when having to run to get home, ...
Painkillers, drink, food, bandages, sewing kit.
Well gee, have to make choices on what to carry. Whodathunkit.
(going to have to do a couple tests on the FA bandages and FA kits though)