dtgreene: Personally, I don't like these rules. Not using consumables, IMO, really does take away from the game.
Sarisio: If inventory is nigh infinite, I hoard consumables in case of some extremely hard encounter (which I win without consumables anyway). Otherwise I just sell all the consumables.
I got used to these rules after being spoiled by some friends-hoarders in Ultima Online, and after very pathetic 1st playthrough of Yendorian Tales III (no gold to pay to gold-hungry obelisks, rendering game unwinnable after 40 hours of gameplay). Also using items often feels like cheating (e.g., potion spamming to victory).
I have a tendency to hoard consumables and never use them, but I am working to try and change that tendency, at least on some games. In Final Fantasy V, for example, throwing scrolls can kill enemies quickly, giving you more money than you spent on the scrolls (especially if you have good Magic Power).
Your unwinnable example I would consider to be the game's fault. Also, when item use feels like cheating, I again consider it the game's fault.
One game design idea I have is what I call Metroid-style consumables. In certain spots, you find consumable items, and that increases the maximum number you can carry. Once you use the item, you can get it back from shops or enemy drops, but are still limited to the number you found. (Think of missiles in Metroid for an idea of how it works.)
Another idea I have is putting immediate pickups into an RPG. Basically, they work like hearts in Zelda games: when the item is picked up, it has an immediate benefit (like healing your party), but you can't keep the item for later use.
dtgreene: Why do you have that 0 HP rule anyway? What purpose does it serve?
Sarisio: I like seeing my characters having same amount of EXP. Also thinking about some characters as being risen from the dead gives me uneasy feeling. I understand it is game, but I want to keep deaths at absolute minimum :)
In the MM series, reaching 0 HP is not death, and such characters still gain experience points. In 3-5, a character dies only on reaching -max HP. (Also, it has to be from damage; Half for Me counts, but HP overflow from a fountain in 3 or Swords of Xeen does not.)
In the game I'm thinking of writing, dead characters will still gain the closest counterpart to XP that my game has, and death will not erase stat/skill gains from actions performed while the character was alive. I have played a few games where death doesn't prevent XP game (like the Android/iOS game DotQuest, and in a sense Saga Frontier 2) and I prefer it that way.
As a side note, when I first beat Dragon Quest IX, my main character was dead at the end of the battle. However, she gained enough XP to level up from the final battle. In DQ9, you can't level up if you're dead, but can still gain XP, so she had more than enough XP to level up when I started the post game. (Also, the ending automatically brought her back to life with 1 HP.)