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It would depend on the goal of the game.
I would not build a game with the system Ashes has, but that is because I would not build a game with the goals Ashes has.
To encourage more players who are not innately combat-minded to learn and participate in combat as something other than 'a desperate reaction to defend themselves', you would want a system in which the initial hit is a 'challenge', and the attacker is incentivized to stop the attack there.
Not only that, the ability to quickly tell the difference between a full 'murderer' and a person who 'stops attacking because they want to have a fight', without nerfing the 'initial engage of rogues or whoever', is useful if your goal is to increase the willingness of more players to PvP.
Increasing PvP encounters opens it up so that more players will feel comfortable 'challenging someone nearby because they are bored or similar'.
It would also, however, have all the effects other posters have mentioned, making it so that you 'couldn't' just PvP people who don't fight back and hope to somehow avoid corruption. You'd hit them, then if you continue, you're red. The counterquestion would be 'if you didn't want to kill them, why did you keep hitting them?'
Ashes doesn't have a goal of 'making PvP-avoidant players more interested in PvP' from the perspective of PvP being 'fun', it's 'PvP as a catalyst for change, drama, and social strata/pushing people to group up'. Random 'chivalrous' 1v1s in the open world don't benefit this anyway, so 'improving' the system in this way wouldn't do that.
It's a good idea, it's halfway to what I consider 'the correct answer', but it misses the mark because it's not the goal of the game.