I guess it'd depend on the complexity of the mechanic.Just a minor nitpick to that, it is solved by a simple galmap filter, so I wouldn't expect a gameplay loop would be formed around that. It would simply make trucking longer, taking detours.
I mean, a star system could be high-sec but it could also be subject to pirate attacks, civil unrest or war at the same time.
It'd be up to players to pay attention to this stuff and use their experience to decide how safe a system was likely to be before travelling there.
On the flip-side, lawless players could do stuff to destabilise a system, thus creating "booby traps" where a system might appear safe after a casual look at the galmap but might be in turmoil upon arrival.
Not really sure how the game might figure all this stuff out but, in practice, I'd like to see lawless players relentlessly hunted by suitably powerful ships in seaceful high-sec systems.
In systems where there was some kind of unrest, those ships would still be around but they'd be less likely to target a lawless player immediately.
At the other end of the scale there would be, obviously, no security ships in anarchies.