There was... (prior to the 2018 errata)
Jeremy Crawford's 2017 tweet
This question regarding "death by leveling" was inspired by Jeremy Crawford's tweet that you could take a hit to your Max HP when leveling up.
The fact that you're unlikely to take such a hit unless your constitution score is very low means you're likely to have a low Max HP to start with, and having it drop to 0 when leveling up becomes a real possibility if you roll for it.
For Example:
Jeremiah, a Sorcerer, rolled so many 3s at character creation that he decided to put one into Constitution. At level one, that's 6 + (-4) for a Max HP of 2.
If he doesn't roll for Max HP gains when he levels up, 4 - 4 will never give any net gains. If he chooses to gamble for an extra point or two, however, he could drop to 0 at the very first level!
This is the most extreme example of this effect I'm aware of RAW, but the same basic effect is possible with a constitution score of 4 or 5 too. In fact, any Constitution score below 8 could leave you with 0 Max HP with enough bad rolls in a row when leveling up. Start with 6-2=4 Max, roll 4 1s, there you are.
The question you linked was asked because this didn't seem to be directly addressed in the rules. However...
2018 Errata
In 2018 the Wizards of the Coast official Player's Handbook Errata adjusted the wording regarding leveling up on p.15 of the PHB to read:
Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total (minimum of 1) to your hit point maximum. - PHB p.15 with errata
I'd consider that where there are two official rulings that definitely contradict one another, the later ruling would supersede the earlier one. This means that Jeremiah can no longer lose hitpoints when he levels up.
An interesting follow on effect: It seems to me that the text regarding taking the fixed average (instead of rolling your hit die) that completes that paragraph does not change the "minimum of 1" that is applied to the total:
Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up) - PHB p.15
So there's not even that way to get a zero gain, but rolling, for Jeremiah, which used to carry the risk of death, now cannot be worse than taking the average - rolling: 1d6 + (-4) (minimum of 1) yields 1 or 2, but the average: 4 + (-4) (minimum of 1) always yields 1. Not a big difference, but it still means that what used to be a risky move becomes the obvious best and safest!