Another tie-in to how strangely and jankily fleeing works: the way the game handles your characters getting tossed out of bounds to their death (off a cliff, into deep water). It appears to be essentially executing the fleeing command/fast travel with a dead character, teleporting them to camp the same way (but without the distance limitations), however, for example, in this fight...:https://steamuserimages-a.akamaihd....0EAAEB8975EB56F1140B7B5EF7EE9BF4B75C6C1/
...you cannot flee or use fast travel on account of it being a different map entirely (like the Nautiloid, except there you didn't have access to camp, so shoving a character off of it deletes them from the game), however, if a character were to get pushed off the boat with a shove or a thunder arrow/spell, their corpse is sent to the camp regardless, making you unable to raise them. A suggestion would be to spawn a resurrectable entity on the spot the character stood at before getting thrown, or something along those lines. Otherwise recovering your dead would either be unnecessarily complicated (if they were thrown into some poorly accessible pit) or, again, immersion-busting and feeling like a band-aid "it just works" implementation.