1. you're going out of your way to put yourself in harms way, where as you're 100% safe outside (game design failure).
Instead this should be gradients of difficulty, while still retaining a level of threat that tests the pilot outside of optional areas of much higher threat.
2. Even in these areas, it's still 100% possible to never die unless you choose to. Without a magical engineered ship or cheating.
So how does that help the player? If it's the player's choice to actually ever risk dying even when in these out of the way danger areas, how could you not describe the npc's as harmless? you have to basically opt in to risk. The vast majority of players will obviously not opt in. So they never get better at the game and they're entirely unprepared for pvp and pvp becomes skewed extremely negative when it should be much less of a jump in threat that players have all the time, even in solo.
This assumes all players have value and contribute positively to the game experience. Obviously that's not true so this statement is ridiculous. Trolls / cheaters etc do not need to remain. And likewise, players that are loud and demand things I dont like, can also leave without damaging the game

...though truly, any userbase that is diametrically opposed to another large part of the userbase just hurts the reputation of the game rather than benefit it. 50% fighting the other 50% and a game that tries appeasing both but not to the level they want just ends up with crap reviews and a full userbase that isn't happy. It would be better to lose 50% and focus on just the other and make the game they want.