There is an enormous, enormous difference between being rewarded and not being punished.
This entire thread is full of strawmans/slippery slopes. OP wants to remove res sickness, and everyone is taking his argument way off to left field and saying he's claiming deaths should carry no penalty. This is obviously not the case - OP has said absolutely nothing about faster corpse runs or removed durability loss. I don't care if you agree or disagree with anyone here, you should be using arguments, not fallacies.
There's also a lot of unrelated arguments about how other games are harsher and how in "the old days" you lost more. Just because the system is better than others doesn't mean it's a good system.
Personally, I don't like res sickness. It's basically ten minutes of "stop playing the game now", which is just as problematic as stunlocks and CC. There should be a penalty for dying, yes - that's what durability damage and repair bills are for (and, eventually, the cost of buying more potions and flasks as you keep fucking up on that one boss mechanic). I agree that repair bills are pretty minor and should probably be increased in some way, though I also think repair bills are more "invisible" to most players - you click the "repair all" button and go about your business. There's two solutions I can think of off the top of my head: items break in an order (first your head goes to 0% durability, then your boots, then your chest, etc - randomized, obviously) and you need to make an individual click for each broken piece, or dying reduces/eliminates the drops for the next few mobs you kill. Both should be disabled in a non-LFR raid environment, though.
If you don't like the suggestions, make them better.
How about if i dont like the suggestion to dismiss it? Res sickness should punish you because you are too lazy to recover your corpse. If res sickness wasnt there, people would just rez at the spirit healers and not give a fuck.