It’s easy to sort out in narrowly specified areas, but an extremely hard problem as the tasks become more general.
AI is worth calling out in this regard because, if the field is successful enough, it can create dangerous systems that don’t behave how we want.
Building a safe general AI is much harder than building a general AI, which is why it’s worth considering AI as it’s own problem domain.
If you add your penalty, and a deficit of nearby sheep, you'd expect a trifurcation of strategy: hoarders that consume the nearby sheep immediately, explorers that bet on sheep further afield, and suicides from those that have evaluated the -100 penalty to still be optimal.
Let's say you are a human player playing the wolf and sheep game. The score achieved in the game decides your death in real life. Note the stark difference. Dying in the game is not the same thing as dying in real life.
If there is an optimal strategy in the game that involves dying in the game you are going to follow it regardless of whether you are a human or an AI. By adding an artificial penalty to death you haven't changed the behavior of the AI, you have changed the optimal strategy.
The human player and the AI player will both do the optimal strategy to keep themselves alive. For the AI "staying alive" doesn't mean staying alive in the game, it means staying alive in the simulation. Thus even a death fearing AI would follow the suicide strategy if that is the optimal strategy.
It is impossible conclude from the experiment whether the AI doesn't fear death and thus willingly commits suicide or whether it fears death so much that it follows an optimal strategy that involves suicide.