Aight, so, I'm mostly hearing 'boo-hoo, cry more' from most of this forum community, regarding crashing into a planet. Kay, distasteful, but kinda fair. More constructive feedback might have been 'increase your max shield/reduce your max thruster speed' to prevent crashing being a 1-hit KO, instead of the wannabe gatekeeping... And most folks are skipping all other relevant points, in favour of blaming the OP, myself, and anyone who's ever been in a similar situation. 'Geht gud newb' isn't relevant to a conversation about improving immersion and balancing. We want more people to want to play this game. We don't want Broken.Shenanigans that cause players to shut the game down and walk away.
Rebalancing death consequences should be a constructive conversation. Though I'm sure that topic exists elsewhere, that is essentially the point of the OP whose thread I've apparently hijacked. Pre-Odyssey, SRV deaths were basically safe, yet here we are with SRV and on-foot deaths costing all of your gathered bio data... while you have a data-hoarding ship that should store it all in a black box. The requisite of having to avoid anything remotely risky while exploring and how that makes exploration particularly boring was the OP's point. Look closely at a geyser on foot? Get glitch-flung into space, then splat when you land, even though driving your SRV through the same geyser would be perfectly safe.
Crash avoidance AI is basically already cannon; every NPC ship has near-psychic levels of automatic collision evasion, regardless of pilot rank. Would be sensible to have an optional flight assist module for this, and add an optional 'deaccelerate after glide complete' to planetary landing modules. But alright, we can skip the 'makes the game too easy' options if they offend you.
Returning to your own crash site to retrieve data should sit well with most players. Who hasn't flown their exploration racer along a planets surface at 700+ m/s, just to have the landscape loading lag, and re-shape a mountain crag as you fly between two peaks, ending your journey through no fault of your own? Certainly more lore-friendly than scanning the Jameson crashsite 100 times in a row for data acquisition, or raiding Dav's Hope in a similar manner, for components that are cumulatively 50x larger than either your ship's cargo space, or the modules you'll be engineering with them... Keeps the death risk, while balancing it somewhat. Turns a bad experience and a reason to exit the game into a very good reason to keep playing and retrieve what you've lost.
Picking a spot to land takes about five seconds. Aim for the blue biology scan you're most interested in, point the ship at it, and wait, wait, wait for the glide-drop lag to finish, when you get there. Yes, zeroing your throttle mid glide is great, but you can AFK well before you get to glide, and having the game require your undivided attention for nothing more than to press a zero throttle keybind in 30 seconds isn't all that thrilling. We do enough of that sort of thing in Supercruise. And if you push zero throttle during a glide-drop lag and look away, well, whoops... too bad, you're dead. Because I guess control input errors are semi-common on interstellar starships 1000+ years in the future, though in-flight entertainment and basic safety features are not...
CQC and Fighting Thargoids aren't boring. NPC combat, full system scanning, and mining are at least somewhat engaging. Slowly getting closer to the 1000th crater-covered dustball of the week, so your flight computer doesn't emergency drop you for going 1% over entry speed or being at slightly too steep of an approach angle for one millisecond is... not my definition of an exciting time. But for whatever reason, that's where the credits are. And it can be relaxing and somewhat enjoyable, if you're not needing to watch the screen through 100% of each loop, every time, to avoid countless hours of lost progress.
In before someone tells this humble peasant that his in-game money problems could be solved by exploring with a second account and a fleet carrier.