Yup. I thought I was pretty clear when I posted that you might lose aplayercharacter to death, might even lose a character to permadeath, but tpks are pretty much impossible within the DMG guidelines. But I guess not.
If you're running an honest-to-God sandbox, even if it's one with level appropriate adventuring zones (aka dungeons), it's entirely possible for a party to TPK itself by overextending itself or intentionally facing things far beyond their capabilities. Same if you're running an 'actions have consequences' game and they end up drawing down an vast force they can't handle on their heads because of carelessness. But in those cases they're well outside the recommended guidelines.
It's also fairly easy to kill off one character. Goes down, then gets pop up healed by Healing Word, goes down again and gets crit-killed by the enemy because they're not stupid. (Not all DMs will do this, but IMX enough will.) But Raise Dead only requires 500 gp and a 9 level Cleric within 10 days travel, which is easily affordable by a level 6+ character. YMMV on that of course. Removing that very intentional safety net for characters with a lot of invested time increases danger to individuals in the party fairly drastically.