Why?
The goal of the Death mechanic changes was to increase the risk of dying however these changes do not impact instanced content at all.
Why is that an issue? Nearly every big piece of content that people strive to do (cox,tob,vorkath,zulrah,nex,nm) is completely unaffected by the changes made. This is some of the most farmed content in the game and it's also the least risky to do?
The paradox I can do dks die and lose 500k gp and if I miss the gravestone it's a big oof. (gravestones aren't even a mechanic when dying in instanced content) Instance fees are much lower they mostly cap at around 100k for dying with nm having a low of 60k per death.
Tombs of amascut is exactly what I want to see happen with instanced content. At tombs of amascut the cap is not 60k not 100k but 500k which is very fair.
My solution-increases the cap of all instanced content to anywhere between 100k-1m based off gear value. (If ur scared of spending more money can use cheaper gear or just get good and not die) I believe these encounters should have a higher cap going all the way to 1m just because gravestones are an added risk that you never have to deal with instanced content.
Counterpoint solution- one big thing is that this very much would adversely affect learning players. so jagex can do what they did with zulrah to most instanced content in game (no dying fee for anything until player receives 25-50kc) in places like toa or tob if your taking someone between the 25-50 kc mark then even if team wipes everyone gets free death. (this would help encourage taking of learners a little bit)
Ironmen
Jagex can decide what crutch they want to give ironmen (they already have 50% discounted death fees)
Final thoughts-there are many encounters that are just too hard to change fundamentally to add risk on death (cox and gauntlet) but most of the instanced content can implement these changes rather easily id presume.