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Not only do they fulfil the same role but can return multiple teammates at no cost of an item slot. They're littered throughout all maps (especially after mid-level panic events), and respawn timers are ludicrously short. Versus and realism both disable rescue closets (thankfully), which is where I think defibs fare better. But even then, I often see players resort to using defibs more like first aid kits with greater set-up. Intentionally killing a survivor to momentarily bring them back up to 50hp.
The defibrillator remains an awkward item, balance wise. Its role to resurrect dead teammates is overshadowed by its more useful capacity to heal. And I think players tolerate this because the tactical decision of WHEN to execute this risky heal manoeuvre beforehand, is more rewarding as a preventative measure than waiting around for someone to organically die; like Valve had anticipated.
I say all this as someone who actually enjoys the 1 defibrillator + 3 first aid kits composition: I can't speak for others, but I do suspect most players overlook the item because their intended use is very restrictive. Similar to how I think adrenaline would suffer, if reworked as the only way to revive incapacitated survivors. John Guthrie makes a really good point when discussing their implementation of adrenaline in Left 4 Dead 2's developer's commentary:
Expanding the item's potential is a far more agreeable approach than stripping mechanics away in order to force players to rely on said item. I'm grateful you did mention defibrillators though... it's given me a fair bit to mull over. And I think this discussion has now provided me with some new ideas, I to want further explore concerning both the defibrillator and adrenaline.