it actually requires more handwavium to explain zero-G in ED than to give us magic Guardian AG.
The story of this game's life seems to be designers deciding on a feature and then completely avoiding exploring any of the implications of those decisions, resulting in contradictions, inconsistency and, well, practically every problem with this game's lore and mechanics.
Case in point here they said "we don't want artificial gravity" and then didn't spend the 5 minutes necessary to think about how that would impact the design of the rest of the game, particularly ship design. If you don't want AG, ships should be like the Expanse. Rocket-shaped with the floor aligned with the main thrusters, interiors filled with handrails and acceleration couches in every room, no loose hanging objects, corridors narrow enough that a human could always touch one wall, decorative items like tools and utensils (ie coffee machines and mugs) that are visually designed with zero-G use in mind, etc.
But they couldn't do any of that because they wanted the ships to be like cars or planes or boats. Which is fine if that's the aesthetic you want... but you can't claim to care about realism at all if you take such a wild divergence from it, beyond mere game requirements (you don't need picture perfect verisimilitude to establish the feeling of realism). I'm wondering why they bother sticking to their guns on the gravity front when they're not willing to put in the effort to make it believable.