The AD&D rules system which this game was based upon was not about being a murderhobo. The lack of healing options outside of safe areas, coupled with the high amount of enemies that give little value in terms of experience in contrast to gaining treasure, were there to discourage players from fighting everything they ran into. That is why this game had the option, which was always a large part of D&D encounter resolution, to parley (I believe the first character's Charisma score was significant in affecting the outcome of the parley option chosen in the Gold Box games. In D&D it was the character chosen whose side won initiative that acts as the "speaker" and known faction associations had an affect as well, such as racial preference and known religious affiliations, particularly for Clerics and Paladins). Also, searching in D&D caused the chance for an encounter to occur to rise significantly. Therefore it was never something adventurers did every time they moved one square down a hallway, nor when they were attempt to return to a safe area.
Of course, vidya gaem players were too retarded to not try and kill everything they encountered, causing a number of critics to point out these so-called "flaws" in design. Not surprising, this ignorant opinion is still held by many moderntard role-players who most likely started playing on either a console, computer, or 3.X garbage that still doesn't understand the point of the game. Neither Conan, nor Fafhrd ever had a kill count as high as your typical Pathfinder, or 5E player. Cugel the Clever didn't ever backstab/sneak-attack, so much as bullshit his way through (and into) every bad circumstance he encountered. Magic was always limited, but extremely deadly when used correctly, as T'sain proved by defeating the much more powerful wizard Mazirian; cleverly using the few spells she had to full effect.