Also a monk can die and more likely than not still contribute more rdps than a member of the bottom five DPS classes that didn't die.
When the gap is so wide that this happens, you KNOW the balance is absolutely busted. There is no way a game should be trying to call itself balanced when crap like that is possible, because the mere existence of such a concept means that certain classes literally act as a buffer that lets your team afford a mistake and still beat enrage. It's absolutely unacceptable, and it raises questions about what kind of damage/party setup that raids are designed around. Make the gap too wide, and we'll start seeing fights where it's straight up not possible for certain party comps to clear unless the party is performing at a collective 90+ percentile level.