That's your opinion and you're welcome to it. I respect that. However I do not believe this is absolutely correct, because the history of gaming disagrees. If I were to list every PvE game that featured PvP as end-game content it would be longer than my previous post. Computer video games literally started as PvP games. Spacewar and Pong are PvP games. Even their predecessors made in the 50's, OXO and Tennis For Two, while not technically defined as video games were PvP. Every single game ever made that features a story mode/campaign and some form of a competitive vs mode with two or more players has PvP as "end-game content". It might not be your preferred end game content, but it is there to enjoy for those that want it. First/third person shooters, fighting games, and real-time strategy games are the easiest examples to point out. Yet many people play these games purely for the single player PvE experience. That's not even going into the slew of mmo's since Meridian 59 and Ultima Online that feature and support both PvE and PvP content. For sure plenty of wildly successful single player/co-op games without any PvP have been made. To that I'd say PvE itself can often be competitive, with one of the earliest cases being arcade high scores and leaderboard rankings. More modern examples would include speedrunning and achievement trophies.
I also don't get the sheer animosity that some here have towards PvP. I do understand why the community may hold a bit of a grudge because it simply hasn't been handled well in this game. I can also relate to having a sense of envy and frustration over the prospect of Frontier possibly doing something for the game that wouldn't affect their experience, when so much of the game arguably needs work. But is that any reason to deny a portion of the playerbase a voice? No matter how small it may be?
As mentioned, the intent of the honest PvP crowd is not to lure unwilling victims into open to prey on. I'd rather my opponents be try-hard sweat lords that test my knowledge, coordination and teamwork over defenseless baby seals unable to pose a threat. I would be completely satisfied and happy as a clam if the average bgs faction war CZ or some powerplay related CZ reliably had two or more opposing wings of players going at it that I could join at any given time. That would be absolutely wonderful and fantastic! Inhibiting factors here are obviously the way instancing works, the milky way is ultra bigly humongous large, there's no server-wide chat, and despite the bubble the small percentage of active players interested in that direct competitive gameplay just seem to be spread few and far between. This is why, both you and myself, have asked to point out where the organized groups of players actively engaging in this gameplay are located. I would like to play with them and they're lost in space. A great and simple solution would be, now hear me out here, to focus them tighter together through in-game mechanisms. I know, how lazy right?
Off topic but speaking of laziness I think a server-wide chat feature would do wonders to the game for everyone involved. I understand some arguments against it, but I've long thought it'd be both practical and immersive to access some sort of "long distance communications panel", either in ship or at a station/settlement, that provides a game wide chat tab that is only seen when you're connected.