If we're talking by a metroidvania respect, then perhaps there could be something that works as a save point.
If I could just magic games into being something entirely different, this game would probably let you take more hits, give you a lot more health, but it would remain persistent for as long as you play. There would then be certain situations (maybe a boss, or a long set of chunks) where you can reach a save point to save your file and restore your health. That would make the game suddenly feel much more like a metroidvania game... because the big difficulty in those, at least in the Metroid ones, is getting bled to death. No individual monster is ever really a threat. It's the fact that you take 30 damage and are returned 5 health. However... they've obviously gone a bit less Metroid and maybe a bit more Actraiser with the action stages.
That said, maybe each level up tower could theoretically give you a save point, restore point, or some other kind of similarly named thing. It'd act as a secondary save file, to the one that auto-saves. If you have a load of deaths, you can load it with some kind of restriction. Maybe it's deleted on load, or something else. Maybe they're less common. Point is, there's something there to let you make mistakes that's also a clear divider in how much you've progressed.
However, all of this is stuff that undermines the death penalty, which a long time was spent deciding on anyway. Why would you implement something, just to let it sink into unimportance later on down the line? If we don't like the death penalty, well, the simplest answer is to remove it rather than piling on features. But, I can't otherwise think of a way to make it really 'feel' like a metroidvania kind of punishment without some form of save point.