Regarding the lore-character resurrections post-mortem, Warcraft III's systems were either immediate, massive invocations of the Light to restore the souls of several people at a time (Paladin Ultimate Spell, seen more recently as a result of the efforts of Tirion Fordring and the ghosts of Frostmourne) or else extremely slow and difficult processes that involved not just a spell but a multi-person ritual, as well as an entire replacement body for the hero to be restored. And they had to want to come back, and could only be restored at altars that channeled spirits/the Light/necromantic powers in sufficient quantities. So no, in-game rezzes are definitely not full restorations from death.
So far, I have yet to receive a resurrection spell on any RP character and I hadn't really thought of how to respond, but I generally play corpse runs as "coming to" after being knocked unconscious. My rogue Berity gets moving again quickly, but she's a physically fit and very spirited mid-teen. On the other side of the spectrum is my aging veteran Duessel, who usually rests for a long time after each defeat, both regaining his strength and analyzing his failure so as not to repeat it. Specific reactions might vary based on characters and situations, of course, but I hold to in-game "death" as debilitating injury and unconsciousness, and time spent as a "ghost" is really just an interactive interpretation of avoiding the light at the end of the tunnel and gradually coming back to your senses - that last part in more ways than one.
So far, I have yet to receive a resurrection spell on any RP character and I hadn't really thought of how to respond, but I generally play corpse runs as "coming to" after being knocked unconscious. My rogue Berity gets moving again quickly, but she's a physically fit and very spirited mid-teen. On the other side of the spectrum is my aging veteran Duessel, who usually rests for a long time after each defeat, both regaining his strength and analyzing his failure so as not to repeat it. Specific reactions might vary based on characters and situations, of course, but I hold to in-game "death" as debilitating injury and unconsciousness, and time spent as a "ghost" is really just an interactive interpretation of avoiding the light at the end of the tunnel and gradually coming back to your senses - that last part in more ways than one.