You as GM have to decide that based on your judgment.
I would discuss the point with the players - after all, the lethality of the game, and the expectations of the players, are part of the social contract. I often discuss specifics with the players - I know one who doesn't want their character's family to come to harm, while another likes to be the target of misfortune to a significant degree. I don't want to step on any psychological toe, and I do want them to enjoy the game. They usually accept death when it is significant, or the outcome of their own foolhardiness, but far less so when it is the product of randomness or of some danger they could not foresee. I don't tend to kill PCs (I think I killed only four in my whole career as a RM GM), but I tend to hit them where they live to regret it.
As for Fate points specifically, I used them in my previous campaign. Each player had one, and the GM (I) had none at the start. A Fate point could alter the story at any time - ensure a crippling blow, prevent the death of one character, prevent the death of an NPC, whatever - if the player could explain how the "new outcome" came to be. And then, their Fate point was mine, and I could do the same thing - decide the fate of an NPC, ensure a crippling blow, save a villain from certain death because "no one could have survived that"... at which point, I gave the Fate point back.
It saw some limited use. Players, being heavily invested in their characters (I ran solo and duo sessions for almost a full year before the campaign proper began), were less risk-averse when they knew that they could cancel truly bad luck or bad fate... once. As soon as I got one fate point, they were wondering who among the villains was going to be saved.
Most of the time, they did not use them. I think, overall, they used two, and I used two as well. In the end, when the final battle took place, they had one each, and I had none, and their nemeses met their fate.
Long story short, I don't think there is a one-size-fits-all answer to that question. It's a group thing.
As for raising the dead, that's when that kind of substance hits the fan that you can see how many friends in interesting places they have. And you can have alternatives to long and, in my opinion, fairly straightjacket quest-like adventures to find some recluse who perform flawless resurrection. After all, priests may lack power, but gods do not - but gods seldom act without purpose. The character is raised. But the favour they now owe the god might make them wish they had not been. Or the character is not raised, but reincarnated - in a different body (different race ? different gender ? different skin colour ?) because the god granting the new life had a goal in mind, or favours one race or one gender, or whatever.
In one of the campaigns I ran, a character who had died was brought back into the body of a construct that had been built for that purpose. The mages who did that had foreseen that the character was needed to fight a great demon, but did not have the power to bring him back into his original body, so they used the best substitute they could find... and ensured that the artificial body would be at an advantage in the fight against the demon. The character slew the demon, but died a second time in the fight as well.
You can take that kind of idea and run with it: let's say a mage is interested in getting a favour from them and they are not too hung up on appearances: maybe the mage can animate the body as an undead and have the spirit of the character inhabit the corpse for their trip to the place where they could resurrect him truly with a ritual (and the mage certainly expects to get something from that).
But stocking up on preservation and lifekeeping props is always a good thing
Especially since those spells are low-level enough and should thus be readily available as runes at the proper temple (for a reasonable price, of course). If the world is weird enough to support such things as adventurers' guilds, then the guilds might also offer such items - adventuring is a hazardous occupation.