It's more nuanced than that. I don't consider being blown up to necessarily be 'ruining anothers' gameplay.' But peoples' tolerance for being blown up by another player-character is very subjective. One person's limit could be getting interdicted and blown up a dozen times in a single day; another's could be just a bad encounter at a bad moment. One might not mind a "Stand and deliver!" type of pirate but go have no tolerance for wannabe-"psychopath" players. That escape hatch has to be there and it has to remain available based on the subjective experience of the player. We can't just reload from a saved game or checkpoint here.
Couldn't the reason that so many of us don't see eye to eye on this be, though, that a lot of us do not see anything that happens within a game to be ruinous or, and this is a key point, in any way the fault of anyone but ourselves?
If I lose at chess the fault is not my opponents for winning it is mine for losing. If I am playing snakes and ladders I love it if I land on a ladder, this does not make the snake a fun-ruining so-and-so.
I can understand that without the possibility of loss, victory becomes less exciting. How can anyone feel they are doing well if it is impossible to do badly? How can you feel good for winning if had never been possible for you to lose? It's like we still need to have our dad's let us beat them at stuff so we won't get upset.
This is a game and as such there should be victories and losses, successes and failures. If not it's little more than an interactive movie. A pop-up book.