This is one of the reasons why the C&P system will never be an effective solution to ganking.
The C&P system exists within the context of PvE activities, and unless you start straight out of the gate by acknowledging that players and NPCs are different, anything you do to C&P to affect player-on-player activity is going to have a severe knockon effect on everything else in the game.
"We should make C&P harsher and make bounties never expire to ensure gankers are punished" is how we ended up with people in solo getting millions-of-credits module cleaning fees over a 400cr loitering fine.
Meanwhile, I have never racked up more than a single point of notoriety against other players, yet a single PvE mission in odyssey can easily get me 2-3 points.
In general if I gain any notoriety it's because I've made a mistake & like to maintain a squeaky clean persona. I am almost always allied with all factions unless I am fighting an opposed war. This has nothing to do with PvP though & as you imply the C&P we have is (probably) intended to make PvE criminal activity more interesting rather than as any kind of solution for unwanted PvP.
Because (again, probably) the game designers accept that the possibility of PvP is part of the games appeal to a significant portion of the playerbase. It can be avoided, and one might think that would be enough to satisfy everyone but no, some want it to be compulsory because they think it will be advantageous to their playstyle, and others want it to be eliminated because they think people that enjoy that kind of thing, shouldn't.
The solution to the problem of PvP doesn't come from harsher C&P or tougher NPCs imo, it comes from accepting that failure is always an option. The failure state doesn't have to be rebuy, it can just be failing to get past a blockade, or losing a grindy war against some unseen opponents that cannot be instanced with for whatever reason.