You're not seeing the wood for the trees. I'm saying that for many, PvP isn't their main focus, but it is an essential expectation within their run of play. You're saying "90% of people don't like PvP" which is a simplistic statement and not supported by the statistics. Yes there are hardcore PvPers that are the "top gun"s, but other players with a broad focus can fulfil meaningful outcomes with PvP as a feature within the mix. And they like it that way.
Honestly, you only need to go to Reddit to get a more accurate idea of how most people view asymmetric pvp. The biggest advantage of forum-based systems rather than upvote-based systems is that unpopular ideas can retain an equal voice, which presents the illusion of parity here on the forums. But any time anyone mentions pvp in a nonconsensual context on Reddit, there is overwhelming support for the non-pvp side. I believe my viewpoint - namely, that most people will engage in pvp, but predominately in a casual manner - is reasonably sound based on the available evidence paired with statistical analysis done by researchers. It gels with my personal experience, the experience of researchers, AND the consistent results seen on Reddit. For these players, pvp is fun because it's NOT serious. Make it serious, and much of that entertainment value goes away, as demonstrated by the study I posted above; the presence of pvp can only reduce the overall enjoyment of an activity or keep it the same, not increase it.
Stepping back, what I'm seeing is two parallel desires - one is for organic and unscripted PvP like currently happens in PP1.0 (and to some extent BGS) in open. The other is for more a more constrained, semi-organised (by the game) form of PvP - pretty much exclusively from people who eschew powerplay, or PP in open anyway, right now, and dislike happenstance PvP. I'm not sure I'd have a problem with both existing in different parallel contexts within the feature, if the constrained version hard distinguished itself from CQC. A little like how Frontline Solutions choreographs things for on-foot CZs, but still makes sense. Except that it'd need to be separate contexts for it to work in-ship.
But the organic version is going to be zero effort to implement, so if there's only going to be one... and then it's just an open-incentivised question. And for that open incentive there's a whole spectrum of offerings people have suggested, devoting less or more consideration to players who would prefer to be in closed modes. It's not just one song.
There's no reason the current strain of unconstrained organic open pvp can't continue to occur. In fact, if designed properly, it would become more common than ever; one of the biggest weaknesses of organic pvp in the past has been that it's difficult for disparate pilots to
find each other to work together on an activity. The best way to find other players is currently via discord, twitch, or other out-of-game services, which leads to private group play.
If Powerplay 2.0 has better social tools and matchmaking, as well as making it clearer where and how to play, that will naturally lead to more players playing in open, since the social benefits of doing so will be magnified.
That's always been the biggest failure of Open, in my mind; it's meant to be a place to meet strangers, but historically, 99% of those strangers are either going to waste your time hogging a pad, or actively want to kill you. Open should be where you go to meet new people; if Powerplay can achieve that alone, it will be a success as far as I'm concerned.
I'm fully in favor of organic methods like that of leading more people to open, and encouraging them to play there. That's the right way to achieve the goal.