You aren't forced to run your rig aimlessly. You are forced to be in anarchies. Still plenty to do there.
Well, there certainly is something you can do in anarchies. For instance, you can massacre innocent miners there in order to farm some engineer materials.
The last time it happened to me, I was in a HazRes somewhere in the middle of nowhere. IIRC, I accidentally hit some already dying miner who apparently happened to be floating a few kms behind my target. I went back to the station, could not access any services there, so I couldn't put my fuel scoop back into the ship. Jumped to the nearest IF contact: bounty could not be paid off due to notoriety level 1. Okay, I jumped to the nearest anarchy system with what little fuel I had left, only to discover that outfitting was locked there as well. My other ships were way too far away (about one hour transfer time), so what could I do there in a combat ship? There were no combat missions available to speak of (except from massacre 100s of ships type ). Were I RPing as a basically law-abiding citizen, I really couldn't have done anything meaningful there, so I could have just spent 2 hours waiting idly in space.
Fortunately the shiny new C&P system allowed me to do my time killing even more innocent NPCs, but this time with impunity.
And no, old behaviour basically did not nothing to players, as it is obvious that even in forth year, trigger practice is an issue.
First, trigger practice will always be an issue, especially if you're experimenting with a weapon you rarely used before. Granted, the probability of an accidental stray shot decreases with practice, but it will
never reach zero. We are human beings, not machines (not that machines could not make mistakes).
But this is not the point. The OP is not an experienced player after all (as far as I understand), so these friendly fire situations will be inevitable until they finally get experienced enough.
Old system did nothing to players. That's not entirely true, but let's just say it is. But
how was it a problem? It's a game, for heaven's sake, it's supposed to be fun, not more punishing or a bigger time-sink. In other words: what are the actual rewards, however small, which made this new system worth putting developer time into?