Again same issue.
In that specific scenario, on your Event Sheet "main", the event nr. 113 conditions stay true even after death. So it calls the "classicgamedeath" function on every tick. Means you reload the "deathscreen" layout indefinitely until you clicked that button for the first time, which is the last time the deathscreen is reloaded. Thus the second click will actually work as you escaped the endless loop.
Note:
All events with an arrow "On xyz" (including functions), are triggers. These only execute when that specific event is being triggered/called. Otherwise they are entirely ignored.
Everything else, will run ON EVERY TICK. Even without specifically setting the event "On every tick". The "On every tick" event is actually redundant. That's just there for beginners, although i believe it causes more harm and confusion than anything else.
So basically the game runs your entire event sheet, on every tick, all events from top to bottom, unless those triggers i mentioned before.
"Trigger once", which you also seem to have been testing with, is also a beginners trap as it may behave differently than you would expect.
One way to prevent something like this is utilizing Groups. You put these events into a "death" group, and deactivate the group when these conditions are no longer needed (after death) so on the next tick they are ignored. And reactivate the group when your player is back alive. Which is also performance friendly as all these event conditions are entirely ignored when deactivated.
Or just refactor those nested events, so when your character dies it only calls the action once.
Or you split the event sheets, so each layout has its own event sheet, only including event sheets that are required. For example the deathscreen should not need to run actual gameplay logic at all, it only needs to know certain variables which could be imported from a core/variables event sheet.