"Encounter Design" In OSR & Matter-of-Fact gameplay

How does one avoid a Total Party Kill (TPK) in a style of TTRPG gameplay which is all about "what's there is there?" and "the world behaves in a logical fashion?" Is it even possible? Like master Yoda said, It is very much a matter of 'unlearning what you have learned' and 'control.' Oh, and a good deal of very fun role-playing of opposing perspectives as the GM.