>The truth is though there was no “bad experience”, it was all just an experience.
I mean there absolutely were bad experiences. Griefing drove lots of players away, which is why they implemented Trammel.
Grief is a natural consequence of player freedom, but it’s not worth giving up that freedom for some safety.
You approach that from a game design perspective to reduce the reward and set bounds on how much fun a player is allowed to destroy maliciously and what kind of counterplay is available, but if you completely eliminate it the world loses a lot of its drama. Conflict drives narrative.