My point was that most games don't even give you the option of anything but death when you hit zero HP, so you're already ahead in D&D. Yeah, most games also give you very easy ways to rez too, so it remains to be seen how balanced it is between how easy it is to die vs how it easy it is to rez. Rezzing needs to be challenging enough to not make dying trivial, though (as is far too often the case).

Ideally, AI should use tactics a human would. Creatures don't go unconscious, but if they did, you know we likely wouldn't leave them there to finish them off after the fight, lest they get revived. The AI shouldn't either. However, it is fair to perhaps give us more options to protect a fallen party member than just get them up with 1 HP, such as by being able to drag them away or shield them.

As for having to waste your turn or whatever to tend to someone who went down because they are going to get killed very soon if you don't, I don't see the problem. In fact, I think it lends a lot of excitement. You need to adjust your plan for the unexpected. Getting to someone's defense, whether that means leaving off your present opponent to take on others, navigating to avoid attacks of opportunity, using spells or scrolls you didn't intend to have to use, or any number of things is just part of the overall experience.