Don't get me wrong, part of the point I'm making is to avoid it all being "bad end" stuff.
The point is for all of this to be radiant. To be part of the world. Not scripted encounters but encounters that occur from random enemies out of interlocking systems. This already exists to create a character like Brax for example, you can cross a dangerous part of the city and encounter a wolf that is literally Brax who wants to transform you into his wolfgirl and give you the submission fetish.
The point is to expand on this principle. The systems exist to create a Brax, the systems should exist to create all the scripted types of characters you can imagine in this world. We have scripted characters that exist who will use cursed items intended to be debilitating, the point is that all scripted characters should also functionally be possible outcomes of the sandbox too.
which you solve by simply enchanting an item to remove addictions.
I completely agree with the point that being able to remove these debilitating effects instantly basically means consequences do not exist.
This could be resolved by making enchantment use require being at an enchanting table. Which means the player actually has to travel to the table at the very least, but ideally it would take more than 1 day, the lazy way to do this is to prevent enchantment removal for a randomised amount of time. This brings us back to why rent is needed though -- if something takes more than 1 day there needs to be something that prevents a player from skipping 5 days just by sleeping the entire time. Rent exists as a mechanic in games to prevent people just skipping ahead. It makes the days meaningful and makes the player think "I can't just waste my time".
Restrictions are necessary to making players have real meaningful choices.
As for dominant/submissive sides of this, you CAN cater to both player bases. This comes down to construction of the player character. You want to feel dominant (IE you beat everything in the world?) fine, we can do that in character creation via the choices of how a player constructs their character. Give strengths and weaknesses to player character creation and the players can prebuild the type of experience they may have, either one where all these kinds of features become negligible because you're ridiculously powerful, or one where all these kinds of features become an overwhelming force that corrupts and degrades the player into a sexualised bimbo mess because the player is a weak little thing that can't make it in this world of dominating demons.
You can have absolutely all these features and still allow players to be both powerful or weak within the world via character creation. DoL does this with player size, femininity and attractiveness changing the level of danger and ability to the player's overall capacity to fight back. Obviously that does not need to be copied. It can be done with all kinds of traits or possibilities.
It doesn't have to be a one or the other thing. I don't know why everyone thinks that. If you want to be powerful and capable of dominating without being subject to all this stuff then you just build a powerful character. If you want to experience a challenging battle against all this that you either win or lose then you build an average character. If you want to experience a world that absolutely dominates and crushes you with all of these things then you build a very weak character. The different types of players that want different experiences can still be catered to just fine.