The statistical distribution of deaths should be viewed relative to engagement, not time.
Yeah, that kinda what I meant by the last line of text. I'm not sure how many truly pacifist greens would randomly go deep into a high lvl dungeon to gather something on their own. I'm sure there'd be a few who'd try, but at that point they gotta realize the risks of doing that and were either ok with those or were just crazy enough to attempt this w/o thinking it through.
And outside of those high value locations, random artisanal actions or even chill mob killing would only fell prey to the more hardcore PKers, who'd go out looking for a weak target. And at that point it's all about luck. How many greens were in the area at the time of the PKer's arrival, how many (if any) BHs were close by and how fast could that PKer go through those greens. I personally doubt that this kind of thing would be a common occurrent on any given server.
You're kinda misunderstanding it MAYBE?
So I'll parallel to TL or 'a hypothetical PvP-enabled FFXI'.
A game contains a certain amount of fun content, a certain amount of rewarding content, and a certain amount of 'filler/learning' content.
Once you've got through the filler/learning, assuming that the game's anti-PK system was strong enough to prevent seal-clubbing in the first place, you now want to do something else. Note that your options are:
"Do something interesting in Ashes, or do something interesting in TL/FFXIPvP."
In that moment, ignore all systems, ignore the 'competition'. The player has all games available. The player does not currently feel like engaging in PvP very much, so they do not seek PvP content.
Why would one choose to play the game where you are more likely to meet a PvP opponent at the 'fun/rewarding content'? That opponent is not only there to do that content, they're there because they KNOW it's a funnel. Other people are going there. They attack whoever, even just to 'check if they are strong'. Even moreso if they have a chokepoint on the WAY to the content instead of being at it, where they have to worry about other strong players if they go Red.
To the PvP-averse player, 'a different game' is always a better option WHEN they are not in the mood for PvP, because the 'interesting parts' of Ashes will almost always create a higher risk for PvP.
But in Ashes specifically, 'random artisanal actions' or 'mob killing' are economic factors and therefore 'interesting'. Compare this to TL where you know beforehand that a lot of players will be in a 'contest zone' at Timing A, you can go there after, or before. You can structure your dungeon adventures around escaping from these players somewhat, probably. Or a 'PvP FFXI' where despite mob-killing being equally economically viable, you don't have the concept of 'higher reward so higher risk of PvP' spelled out so cleanly (I'm not even referring to Open Seas, it's just a different style of game when it comes to that).
Corruption is just generally a 'weak' system for incentivizing PvP of all forms, it is moreso part of the 'Risk vs Reward' system than the Player Interaction system, because a Pacifist could be GOOD at PvP and still not in the mood for it because they are not hardcore enough a PvP-er.
A game with Corruption as the Anti-PK mechanism does not help that person, what they want is to be able to 'go to interesting content and not have to immediately expect that PvP will happen because the PvP crowd is also looking for PvP content there'.
This is why Karma doesn't work in BDO anymore basically at all, and 'instead' Karma Bombing is a thing. The stubborn will 'pay exp to get the PvP player to move' but if that takes too long, they are better off just going "I'll go play something else".
It is in this way that Ashes is designed for the 'hardcore PvP-er'. The person who goes to an area seeking PvP or PvE content in equal measure at minimum. They don't have an 'intent to enjoy the PvE content', they'll take whichever they get.