I'll start with 2 examples to clarify my point:
There's people who justify begging in video games (I'm living in a poor country, my income is lower than yours, etc). However, it's easy to see there's no necessity whatsoever for them to be in a video game.
Just so you know, in the city where I live, you see a beggar each 50m, pretty much outside every shop entrance. And 98% of them comes from another corner in Europe. The other 2% is probably someone who wants more money for booze.
How is it in your country? Do you have beggars there, or have you "solved" the problem by banning the explicit act of begging?
There's a similar problem with people who take loot into Space, lose it and then start complaining how unfair it is to get looted.
So you thing it's carebare:ish to complain if you get shot down by someone who begins as a blue triangle at space station and 2 minutes later has gotten so close to you that they can shoot, while you are flying in a straight line (having set a target on them you see that they have gained distance)? Assuming you want to play honestly, and that you don't want to resort to using glitches yourself to even odds up.
If you lose something that is placed in a tab you wouldn't expect to be looable, ie minforce, or you're carrying things that are said not to be tradeable (ie skill pills), you just smile? Or you carry something that one VU was in the deed tab and next VU was in the material tab, and you didn't see the change because you had it in a storage box?
You can even argue going into lootable PvP is unavoidable (althou it's also debatable)
Sure, you can stay on a single planet for the rest of your life. But if you want to visit another planet you need to pass through space. And even though you can say that taking a mothership is safe, it's obviously so that it doesn't protect you from getting stalled ingame from someone who have decided to keep ship from warping.
you definitely can't argue you can't go there without loot.
Regardless if you have loot or not, you can be shot down. Either by griefer, who just shoot down people because they're mad at their boss at work and want to get back at someone, or a pirate who wants to "check" you.
I smell inability to accept direct and open competition between individuals in any form.
When your IRL paycheck is handed out, would you like it to be switched from a paycheck that is handed to all employees, to a sack of money in the middle of a room and all the people in your department will fight over that sack of gold and take what they can - leaving best fighter with all the gold and telling the rest "come back next month for another try".
We will not find the roots of this attitude inside game, obviously it goes all the way back to some RL problems (i.e. early childhood experiences, etc).
I went to school when I was way younger and got an education.
In some countries, not all children get the chance to get to school, instead a local war chief drafts the children and give them a weapon to fight with, and the education they get is that if they pull the trigger at whoever their commander tells them to, the commander will be happy. If they don't, they will be beaten almost to death. If the commander is happy. There is no right or wrong; it's the commanders orders or a bullet. Girls will be sent to cook food for the commander. If they are lucky.
Maybe that's the early childhood experience that some people carry.
The people in this group are well known in MMO's and they are generally labeled as "carebears". Carebears themselves usually don't see themselves as carebears ofc, but there's a large group of other players who do.
Thare are "carebears" in most civilzed countries. Carebears like police, fire brigade, doctors/nurses. In some cases they have the tough duty of stepping in in the relatively rare cases where an individual (or organization) has caused great harm in the society; either directly (in the neighbourhood where they live) or indirectly (by causing a large stream of refugees or acting like a plant school for "criminals").
Frankly speaking, the "carebears" is to keep the griefers at bay.