ED, like any other game, follows the same engagement and commercial rules. Its primary goal, as with any multiplayer title, is to keep its player base active and engaged over the long term. Regardless of its unique tri-modal structure, the game still needs to balance the experience for all types of players and ensure there are incentives to choose certain modes of play.
It’s not about blindly following the tropes of other games, but about recognizing that risk and reward are fundamental in any game system that aims to sustain competition and interest. PvP flagging in WoW or the wars in EVE are not just isolated mechanics, they are part of a broader system that rewards risk and gives players reasons to engage in more complex or dangerous activities. ED is not immune to these dynamics: even here, open competition needs to be incentivized to maintain balance and variety in the gameplay experience.
The tri-mode structure isn't unique, Warframe has the same system - albeit Solo / Group / Open PvE and separate PvP arena modes
And despite a certain crowd, yet again stamping their feet and making demands that everyone be forced into Open PvP - DE has largely ignored them and their game has steadily grown over time. They did once talk about removing PvP altogether, as the PvP'ers did nothing but complain - that was so funny.
Again, WOW scaled down PvP - so I wouldn't call it an improvement, making it an optional extra with a carrot to tempt people to try it.
EVE is a very isolated example, due to how it time dilates combat. When you can click fire on a weapon, then go out for a 3-course meal, have a few pints and come home to see your weapons finally start shooting - I wouldn't call that a good example of PvP (I know, extreme example, but you get my point I hope). Though I do enjoy mining in EVE, I find it very relaxing.
And all of your examples of "rewards risk" also fail to mention only the victims are the ones at risk. The people who attack In those games do so only if they have a guaranteed victory. So again, we are back to an unbalanced system where the only person who has any risk is the victims - which is why all those games still have large communities that do not engage in PvP if they can help it.