There's enough games where grinding respawns is the name of the game, though I don't know of any that are turn based (might be a market there, I dunno)
Actually there weren't much turn-based RPGs which had finite amount of encounters.
Frankly having to beat non-scaling monsters over and over again in turn-based combat would get old real fast for me.
Here comes another problem. Just on example of Yendorian Tales III, which had limited monsters. Sure you gained level-up, but area is cleared and you move to next one, where mobs are much stronger, so you don't feel like your characters progress at all, you feel it more like game allowing you to not fall way too far behind monsters (and even with cheating, you could fall way too far behind mobs in final areas of game).
Limited mobs might also be limiting factor for encounters, so you can't design them assuming your party had such-and-such stat/skill choices, thus there will be sacrifice to challenge (excluding gimmick approaches). Otherwise it could end like Yendorian Tales III, where if you didn't strictly follow Restoration (in-game cluebook) and if you weren't good at metagaming you would start having unwinnable battles long before reaching end of the game.
As well, if I go someplace I want there to be a *good* reason for it, if I go back there I want a good reason to go back.
As Ellary said, sometimes you want to revisit older areas for this or other reason (even if it is just to relive that dungeon, without denizens it would feel dead, and/or to avenge dungeon denizens for giving you so much frustrations on your first visits).
All in all, I am greatly looking towards playing D:OS. No-respawn is very disappointing factor, but hopefully it will be possible to "fix" by modding or some in-game features (like same option which would switch respawns on and off).