After you activate storage, you can delay, store, and mess up various cutscenes that you trigger. The death cutscene is an interesting one though. If you die with this effect, it will put you in a "fake death" cutscene. This cutscene will act exactly the same as the real death cutscene, however it will cancel if link is put into a falling animation. This cutscene also doesn't freeze any enemies or objects.
If you cancel the death cutscene by going into a falling animation and then healing, you will be in a Death Storage state. In this state, talking to NPCs will softlock the game, as textboxes cannot appear on screen. It is also not possible to open the pause menu. This is because the death cutscene creates a J2DScreen in the FopMsg heap, and the game won't normally load anything else in that heap for as long as that J2DScreen is loaded. Dying again will create a 2nd J2DScreen in the FopMsg heap and will cause the game to crash upon triggering a loading zone due to failing to delete the 2nd object, and storing the death cutscene 10 times without reloads will crash instantly due to overloading the FopMsg heap.
A loading zone will cancel the death storage state.
There are no uses for Death Storage by itself, although it can help lead to Map Glitch when paired with some other interactions. In addition, by cancelling the death cutscene a bit later, you can heal from zombie hovers. See Fake Death below.
If you cancel the death cutscene halfway through, just as the "GAME OVER" text is supposed to start appearing, the game over animation will start despite you being able to zombie hover. The "would you like to continue" screen will then appear when that animation ends. As soon as the "save the game" prompt comes up, Link is instantly given 3 hearts. Pressing quit will give link 3 hearts and return him to the title screen, while continue will mean you can still play with the screen darkened. This can be used then for getting some height with a hover then healing in places where Tingle doesn't work.
Note: You must start the fall as soon as you see the first letter from "Game Over". If the cutscene is interrupted too early, you won't get the continue screen, too late and you won't have very much time to hover before it comes up.
There are several ways to make sure the death cutscene gets cancelled at the right moment for fake death. The first method is to manipulate an external force (such as an enemy) to push you off a ledge at the correct time (see below).
A second method is to first get Text Storage before starting the hover. Once above the ledge you want to heal at, pull out a bomb and land to die with the bomb in hand. This will make the stored text appear on screen. Close the textbox when you desire to get pushed off the ledge to get Storage and get the bomb to fall onto you and push you. This method allows fake death to be used in many places, as long as you have access to a textbox that appears upon death and that you can close while dead (ie textboxes from KoRL, song stones, stone tablets or wind emblems). The Wind's Requiem prompt from Wind's Requiem Storage can also be used in theory.
Note: You can use a textbox that doesn't appear upon death if you zombie hover with the Skull Hammer, since that doesn't involve pressing the A or B button.
Notes:
Using many different storage glitches, it is possible to move around with Link while the save menu is open. The steps are very complicated, so this is not very useful.
First, perform Wind's Requiem Storage then perform one WBird dupe. This will allow us to skip the wind change animation and also change our angle during the death cutscene later (so the angle matters). Get Storage and enter KoRL in a quadrant he isn't allowed to sail in and jump off (this setups KoRL Auto-Sail Storage). While KoRL is auto-sailing back to where he is allowed to, and with the camera locked, get wind's requiem storage again. While keeping the wind's requiem prompt on screen, die on a moving actor (like the Outset bridge or the Forsaken Fortress searchlights) using a tingle bomb and trigger the game over cutscene. Now close the wind's requiem prompt on the exact frame causing the game over letters to fall from the top of the screen at the same time Link's state changes. Because of the WBird dupe, this will change Link's angle, while a second game over cutscene will start. When Link falls over, the actor should push Link to be dead in the air. Now, by closing the first Save Menu right when the second Save Menu is appearing, the game unpauses. We can regain control of Link by waiting for the KoRL Auto-Sail Storage to give us Storage. We can now move around with the Save Menu up.