Cool, I'll bite. I see what your saying about game design and incentives, but I think your confusing incentives with punishments when you could split them into two: rewards and punishments.Without any economic incentive there is literally no point at all in having hundreds of different ways for the player to make ridiculous quantities of cash. There is no driving force there.
A game gives uses incentives to drive a player to using different mechanics within the game for their survival. The threat is what drives the player.
Without this you just have a playground that ultimately stops being a game when the player has experienced the different features because the only driving force they have is "use the feature". There's nothing motivating them to use it anymore therefore they simply won't.
What you end up with when you build a sandbox without incentives and driving forces is a whole bunch of different game mechanics with absolutely nothing that links them all together. You must link things together or really you haven't got a game.
If the thing that links the features together is the story itself then players will ultimately find the game has no replay value after they've already done the story because there will be no motivation applied to the player to use anything.
Games are ultimately about setting goals, giving a driving force that challenges the player, and asking the player to overcome the challenge. Improving on the challenge is the very point of games and what gives them replayability.
If it's a problem for people just give them "sandbox ultra easy testing mode" where there's no driving force and indicate it's not the way the game is supposed to be played.
The reason people keep coming back to DoL over and over and over again is because while the sex content is enjoyable it actually provides a challenging game that players WANT to overcome.
The screen moves right is Mario's incentive. The blocks fall faster is Tetris' incentive. There's a monster RUN is Amnesia's incentive. Overcome the incentive.
Don't give players an incentive that challenges them and they'll find the game utterly boring once they've already seen the features because there's no actual "game", nothing to overcome and no challenge asking them to use the features.
If you make Tetris but the blocks can be frozen and the game never speeds up you'll find not many people find much replayability in it after they've made a few lines poof once or twice. Vrelnir understands this. I wish other developers and more of the audience would understand it too.
Punishments are for players who don't do the thing, motivating them to find ways to avoid threats as you said. The problem is if they don't see the rewards in doing it, they're just as likely to quit. Dark Souls has a lot more quitters than its fans would like to admit.
Rewards are what players get when they do the thing, usually appropriate to the thing done. Not all people are motivated by the same rewards, tho. I get how games can serve under-served niches, but some people don't appreciate how great games can somehow give different rewards to different people.
Honestly, I'm more into Simulations than Sandboxs, where the goals are entirely made by the player, but I admit it requires understanding the game to enjoy properly. As much it's hard to do right, I'd be more impressed if the game turned more to the former than the latter.