A game's cues and feedback shouldn't quell the impulse to take a risk, shouldn't smother learning before it can happen. If XP measures learning, then losing XP for dying is wrong.
At some point, League of Legends champions have become for me toys that are just displayed on a shelf, gathering dust, having never been played with. Smite asks me to tear open the packaging and actually get down on the floor to appreciate all the toys I have again.