This reads somewhat similarly to the Risk system we created on City of Hope. Our intent was to help prevent people from getting run over by the Welcome Wagon.
A few people would hide behind it but that was rare. A similar subset of players would use it as a metagame element. For us the fundamental aspect that was misunderstood was that consent on CoH drew a line on where consequences should be enforced by players vs staff. For it to work properly, players have to adjust their behavior to the people they are with which is difficult for some. It attempted to codify the spectrum between safety and spontaneity with mixed results. When we made our successor game we dropped it for full Consent.
Anecdotally the level of Risk players would set themselves to correlated to the risk inherent to their play style.