I blame the modes for offering a path of least resistance for the player. Now, players with dignity would choose not to take the path of least Resistance just because it's there but it's obvious most players dont have that kind of self control.
killing players who just want to stroll around without weapons and trade is not grounds for the community being labeled as bad. You want to refuse to be prey, you get better at defending yourself or avoiding trouble. When your answer to that is to jump to solo you've only reinforced why it is an option that should be removed (the hot swapping a single cmdr, not in general).
It's not about caring about where someone gets credits. It's about taking any kind of emergent gameplay that occurs in open, and being able to undermine it via game modes rather than your own emergent gameplay. What would be better? A group of traders forming i means to protect a trade route from traders and pirates etc actively trying to break through that group in a real in-game struggle OR running scared into solo and playing by yourself while the only emergent gameplay ED is then offering is rinse and repeat. This is true for any kind of emergent gameplay, protecting your faction, making war against a neighboring one. Having groups of players ally against others or make trade agreements - all manner of gameplay (not just hostile type) that devolves into single player because it's easier to play that way.
It's not the community that causes this, it's the easy way out that does. There's still plenty of players that choose not to combat log, jump to solo whenever it gets rough, but those kind of players make up a small portion of any game's player base. The majority will always be those looking for the fastest - easiest way to max their character/game.
The game isn't going to die out because of how it currently behaves. I'm not arguing that Solo will drive the game into disuse. Just that the game's potential is so much more as a sandbox game that it is, if its multiplayer mode isn't two clicks away from being circumvented whenever you find conflict. Any actual positive reason for needing to jump modes with a commander is countered by a much greater negative by bleeding the only thing the game is offering - which is emergent gameplay. There is no narrative, no story mode, no branching missions and campaigns.
You either have emergent mostly-player driven gameplay or you have absolutely nothing to do but repeat the same exact tasks over and over for nothing and nobody but yourself in a game that wont recognize or remember your participation. The former is why ED stands out amongst the other games in this genre. It doesn't stand out by being a single player sandbox, and as far as that goes it's not even interesting as one.