So, the tricky part of any system is figuring out what you’re actually incentivizing.
Right now, you have suggested a system where players are rewarded for choosing options that align with their stats and punished for choosing options that don’t.
This does not seem aligned with your goals of (a) people can choose a less optimal stat, and (b) death is possible.
In this case, I’d recommend going back to your goals. First, ask yourself why these goals matter to you.
For example, is it that you really want death on the table, or rather that you want every choice to feel extra important?
You’re right that high stakes make choices matter more but health and life weirdly aren’t that high of a stake. The real cost to the reader is their time. A character that’s dead has nothing to lose. Their story is over.
Health bars, health points, etc are more often pacing mechanics than they are stakes enhancement. Health decides how long someone can stay in a fight. That’s why the quickest way to balance an encounter in D&D and similar games is to compare how much damage your monster(s) and player(s) can deal and take in a round.
(This is also why a lot of indie games tie mechanical consequences to the loss of health, such as diminished stats or rolling with disadvantage, etc).
Something that works really well to increase tension, instead of death, is conflicting goals. You want X but getting it requires hurting Side Character A (guess how long I lingered on some of those DA:I choice screens….). You succeed, but Antagonist B wants something from you.
Basically, I think that if you want every choice to feel high stakes, you give the character more to lose – with story consequences for every loss.
….but I’ve gone off on a tangent. Apologies.
The point is–think about what exactly you want to incentivize, and build a system that does that.
What you’ve suggested isn’t terrible; I just don’t think it does what you want it to.
(PS: Someone linked an article about social-based games in an insta-death tabletop setting that is utterly fantastic. If I find it, I’ll edit to add it here).