Good. Please add it to the list of known bugs and make allowing more than one a high priority.
Strafing speed significantly reduced.
Backpedaling removed.
Running while reloading removed.
Stamina greatly reduced.
Ladder movement speed greatly reduced.
Crouching doesn't crouch anymore.
Encumbrance added to slow you down.
Jumping/punching etc cost more stamina.
Stamina is reduced by consumables rather than being a fixed pool.
Not being able to cancel a reload in progress by switching items.
Building/upgrading blocks is significantly slower.
I dare you to load up A16.4 and run around, reload, strafe, hop around, fire your gun like a mad man. After 2 minutes you will feel like a cow that was just let out of the barn in the first week of spring after having played A17.
I'm not opposed to having A death penalty. It does matter a lot in PVP though, and primarily because of it's detrimental effect on your inventory space.
Often times when you get killed and you want to seek revenge. By god, you want to hunt that guy down and get your stuff back and take his! This is the point... But now that you have died you are running back to face your opponent with gimped stamina, reduced inventory space, and lost attributes that reduce your DPS. In A16.4 you just took a minor ding to your wellness, which was enough to get you to not be too cavalier to successive deaths because it took time/consumables to rebuild and lower HP meant not being able to resist as much damage. Your ability to inflict damage wasn't really nerfed though, and you could get away with your gear if you were successful. When fighting a team of opponents, sometimes your teammates could keep them occupied long enough to get back to your bag to get your stuff back.
The effect is that the aggressor is now effectively "buffed" while you are on cooldown. This can lead to a circular loop of your poo getting pushed in. And even if you do manage to kill the opponent to get your stuff back, your inventory space is gimped so you can't carry it all away to safety.
I just see older, leveled players pushing newbie's poo in repetitively and a lot of quiting happening because of it. It was already a major source of butthurt for those unacquainted to the PVP lifestyle by just losing their stuff. Making it hurt more and be more difficult to fight back is only going add fuel to the outrage.
Tweaking the current death penalty to not nerf the inventory space would be fine. Making it not apply on a player vs player kill would be fine. Or simply adding a server variable for the duration of the death penalty would fix this for all. There has been a lot of talk over the last 6 weeks about how some like it, but think it should only apply for 5 minutes. Some want it for 60 minutes. Make the default your 30 minutes, but allow for 0.
An option would be good. A scalar representing their effectiveness would be even better. The scalar could be a linear multiplier compounded against their hand's effectiveness against earth, sand, stone and destroyed stone from 0 to X. Or perhaps it could be based on their sensing range. I actually agree with a lot of the people that advocate for the ability for zombies to be able TO dig, just not this well. They can sense you at any depth and will excavate 40 stone in a matter of one night. Digging a 3 deep hole and putting sand over your head is too easy of a way to avoid conflict, as has been argued. I would much rather it be balanced to require you to dig a shaft 10-20 blocks deep to avoid being sensed by zombies. Then if you had forges/equipment running, it would require you to be deeper to avoid detection.
That is not the message that has been relayed to people voicing these opinions for the last 6 weeks. Glad it is now though.