Our games usually last for over a year, often several years.
Also, we usually start at very low level (1-3), so we have no "lifegiving" or equivalent available.
Crit rolls are rolled openly, but other rolls are made in secret, to hide information that the modifiers would give (like opponents OB, perception skill, maybe the difficulty of a task etc) from the players.
We have played different ways. In the early games, we had no "fate points", but the GM was, in a few cases, very kind when it came to getting help from high-level NPCs (usually clerics) to revive PC. Just happened a few times, though.
Recently, we've been using fate points. They work like this: If you get a fatal crit you didn't deserve, if can be used to alter it to an unconscious state, usually with some none-fatal wounds. Did you just try to pick the pocket of the barbarian tribes chief? No fate points allowed - take your chances! Tried to climb up a hill on your way through the woods? No, you didn't fall down and break your neck, just knocked yourself out and injured your arm. Fate points are only used for this, and they are very limited (start with 3, maybe gain one every 5th level, maybe not). TPKs means no fate points can save you. Also, we had a situation where two players were in combat. One of them got a lethal crit, the other one managed to get away. No fate point allowed, because the body was not recovered. Later, an injured PC was thrown into sea by a monster. He had fatal injuries. Had the other players not managed to get him up and away within a very short time, fate points would not have been allowed.
So, why have them at all? To us, we find that frequent character deaths spoil the gaming. It really takes a very long time for a new character to become a true member of the party (the others are life-long friends, in comes this new guy who they just met, and who knows nothing of the history of the players). This makes the player playing the new character having less fun for several gaming sessions. It also can mess up the story line a lot. Maybe a significant part of the plot was spun around the now deseased PC. So we don't want them to die falling down a tree or critically failing a "light" spell. Having said that, death IS, and should always be, an option. The players SHOULD be careful. And they are. Only in a very few instances are they willing to take great risks (sometimes necessary, sometimes just out of stupidity). And they still can, and occationally do, die.