absolutely—but I'm also not a fan of exceptions either & don't use them when I write C++. if you write your C++ in a mostly C-style, only taking C++ features here and there as you need them, the complexity of your code is often greatly reduced. again, this may only apply to game development—I haven't used C++ for anything else sizeable, aside from school assignments years ago.
But even in C you have to handle "exceptional situations" somehow... Like, for example, malloc() or fopen() returning NULL (which both could appear in the same block, by the way).
sure, which is why you handle those sort of things in your file-loading and memory-allocating routines accordingly. for high-performance game development you don't malloc() very often, and if you don't have enough memory to run the game, then you handle that by displaying a message or something and then ending the game. you only fopen() in a few specific places when loading resources, and if that fails, then either you made a mistake as a programmer or the user's assets are corrupted. either way, you display a message or something and end the game. in both cases, there's no need to pollute your entire codebase with the headache of exceptions.
like I said, this mindset might be domain-specific, I'm not sure, I haven't used C++ meaningfully for anything else.