Dog-like creatures can die the same gruesome deaths as everyone else. They will let out a pained whimper at the same time, and there are several situations where killing them is usually necessary and unavoidable.
When you view the tape in Slig Barracks, you see extremely arduous tests being done on Mudokons, involving various kinds of torturous situations. Some end in death.
You, allies, and enemies can burn to death. In the case of enemies, burning them to death can sometimes be unavoidable. The cutscene which plays during the Bad End also has a brief scene of characters burning alive in a small room, dying as they fail to open the door.
Explosions happen in the game, and the camera will shake a bit during them. Also, at the time of writing this comment, the camera can glitch out and change perspective in weird, disorienting ways not unlike a shake. Very rare, but can happen. Some cutscenes taking place on trains can be shakey.
A flash of white can happen during explosions. Guard houses have flashing lights overhead, which can be strong based on how much surrounding light is around them (this is particularly bad on Day One Edition). Also, some cutscenes at the beginning and end of the game will utilize a sort of film reel effect. It's not too hard on the eyes.
A key character is a living bug inside an amber necklace. Said bug is kind and does not hurt anybody. The Sanctum has these bug-like creatures known as Sleeches, though you rarely see them in the light due to their main gimmick. Also, when you find The Keeper, the room has a honeycomb pattern with some bees harmlessly passing by every now and then. No close-ups on the bees or sleeches.
There are some levels with very squeaky/grindy/whirry sounds, as some levels take place within factories, train stations, etc. The Sanctum has enemies which make a squeal when they see the light, and this can get extremely repetitive.
Gun violence is HUGE in this game. In addition to the majority of enemies being armed and ready to shoot things to death, there are also 3 levels where you essentially have to stop some mass shootings onto hundreds of escapees. Said levels include: The Ruins, Old Trellis, and Escape. These levels can be difficult, and you can potentially end it with several dead. Though, notably, shot characters will not have visible bullet wounds.
When you hit a slig with a fire extinguisher, they will cough until the fog clears up. A slig too close to the fire will cough, too. They will not suffocate or wheeze.
Chant Suppressors will administer a painful electric shock if you are chanting within range, though you cannot die from this. Brewery, the 2nd to last level, introduces a very electro-therapy torture machine which other characters are in. You hear their screams as you progress down the level to save them. It is disturbing and a bit hard to bear.
Possessing enemies is a vital game mechanic in the game. However, unlike previous games, you can depossess without killing most enemies. The sligs are in verbally-expressed discomfort before and after being possessed.
At most, a character in your group might spout the line, "hey, who farted," but you never actually hear or see a fart. There isn't even a fart command like in previous titles.
At most, in the beginning level, you hear the voice of a character who is most likely dead offering guidance. The voice does not return after the end of this level.
In addition to having the power to make possessed enemies kill themselves, certain slig types who are burning to death can sometimes be heard shooting themselves to die quicker.