I disagree with those examples. Dying in OoT is very different from reloading a save, since dying will always just warp you to the beginning of whatever area you're in, while saving will either warp you to the beginning of the dungeon you're in (if you're in one) or to a fixed location (either Link's house as a kid, or the Temple of Time as an adult). With the SM64 example, leaving a level through the pause menu is not at all the same thing as reloading a save file... not even close. Either way though, it's ridiculous to say something is segmentation because it accomplishes the same effect as saving/reloading even if it doesn't actually save/reload. Segmentation is defined by quitting the game and loading a save file, not by the way that doing that impacts the run.
I do agree though that a distinction should be made, though, in games where deaths force you to load your last save. Personally I think it's fine to count as a vanilla SS as long as it's loading from an autosave and not a manual save, but SDA might take a different stance...
I do agree though that a distinction should be made, though, in games where deaths force you to load your last save. Personally I think it's fine to count as a vanilla SS as long as it's loading from an autosave and not a manual save, but SDA might take a different stance...