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And I, a person who pvped for every single piece of content in that game for over 12 years, am telling you that there was pvp on every corner of that game and there was enough PKing for Steven to add a system where you prevent said PKing in genocidal quantities. And by the same logic of "they wouldn't do this if they weren't trying to make this kind of game", I'd assume Steven wouldn't have added an anti-genocidal feature to L2's karma system if said system had already prevented one-sided genocides. Which it didn't. Yes, they were rare because not everyone enjoys senselessly genociding people, but the possibility was still there, hence the removal of that possibility in Ashes.
Also, Steven decided to go from ffa pvp infinite guild wars that were based on kd ratios to something more objective based, I'd assume, due to L2's GWs being a huge gankfest (as you might've seen in a video I've posted in a recent thread). Now obviously Guilds in L2 were an "opt-in" situation, but considering that you couldn't really clear any meaningful content w/o a party/guild - I couldn't honestly call that pvp opt-in. Your guild could also not accept the war declaration from other guilds, but at that point your social status on the server would be in the shitter and you might get PKd more because of that (my own guilds have done so a few times and it has been done to me several times too).
And as the main point of this post, I'm sure you know that it's not always that the players play the game in exactly the way the devs intended. If anything, the opposite is usually the case. And as a proof to that, with almost every update from a certain point of L2's life, the pvp part of the game was dying more and more, which led to a lot of people leaving, exactly because L2 was always seen as a pvp-centric mmo and yet it was becoming just another failed wow-clone. Or at least that was the experience in my gaming bubble.