If I recall, the init triggers are typically in the form of something like "StringName Default True", although some older modules don't use the verbose form and simply say "StringName = True". Although I do notice some logic behind it.
In the rest of the triggers, the check is "If StringName Default True", which is important because if the character lacks the string var because it wasn't created or malformed, "Default True" will let the script run if what it is looking for is missing and can't be verified as false. So essentially, do not run if you find out it is false, but if you find out it is true or can't find it at all, assume it is true and go ahead.
This init feature is relevant when using some modules to toggle on/off other modules, for example you can make an interlink-style module that immediately finds and turns off other modules when the character joins the class, then re-enables them again when a certain other module's conditions are met. For example, add some sluttifying modules, then some new triggers (or unpacked and changed init triggers) to make them start false, then have your new triggers watch for an event like their virtue dropping low each period start (likely due to the Corruption module but from any other source okay too)... if their virtue is low, enable being a slut. If their virtue increases beyond slut-enabling and the next period starts, turn off their slut triggers.
I've spun all this from the top of my head's memory, but essentially the "string default true" logic is to let the code run even if the string init is missing or wrong, since it lets the code run even if someone's inappropriately fucked it up. However it also enables the toggling on/off of the code by setting the string to false just in case your have a specific immersive (or debugging) action to make this happen. Then you can enable it back by setting it to true.