Because it would be boring. If you look at the top 10 played games on Steam, they're all grief simulators with communities people say are "toxic" aka "drive players away" yet they absolutely dominate the industry without peer.
Greed Grief is Good, and should be embraced.
For pay2win games though, grief-by-design has long been used as the motivating factor for getting people to pay. In GTA: Online, which imo is what Chris was thinking of when parting ways from the kickstarter version of the game, murderous players were sometimes called "Shark Card Salesmen" as getting murdered would encourage the victim to pay for a Shark Card (GTA:O's MTX) to one-up their adversary. Games like Lost Ark have full pay2win PvP between guilds where when you get beat the only way to stay on top is to pay more and reclaim your turf (some guilds spent over $100k to be king of the hill in a terrible game). Same thing with Black Desert Online where stats not skill decide fights and you can buy your way to those stats, and the game provides many stalking/griefing tools to help you get into money fights with a rival.
Marketing that plays to those feels pre-dates video games, what vidya brings is the ability to create situations that cause those feels. There was a whole era of "wimp gets sand kicked in his face, buys our product, stomps rival" ads, probably starting with Charles Atlas cartoons, as that feeling of being the wimp and being offered to switch sides and bully people for a few bucks drives sales. Apologies for the ant-sized text on this one, this is the most readable I could find:
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