I agree with a lot in this thread, both by players who disagree with OP as well as the OP’s initial concerns.
Yeah, as a punishment for dying it’s not too harsh. Walking somewhere is better than losing material goods or progress. However, as seen before, IMC has a tendency thus far to make penalties for normal mechanics instead of glorifying the benefits of having a premium item. I mean just look at the trade system we have. They penalize what has been normal in nearly every game and hide a somewhat normal experience behind the token-wall. This is no different.
When you use your warp stone in a map it doesn’t take you 5 maps back, outside of the area completely. It takes you to the beginning of the current map. What is happening is the penalization of normal play to justify Soul Stone purchases. Instead they could have made it so that normal revivals take you on the same map (as in many maps they do, which is inconsistent to the maps with multiple levels taking you outside) and allow Soul Stones to retain their full-heal and damage immunity period but maybe also ensure your equipment doesn’t get damaged when using the Soul Stone.
This would be glorifying a service as a convenience item without first creating the inconvenience artificially by setting the player back 5 maps as it does on only specific maps.