Not entirely, no, but lemme spit this.
^ 
These days we're seeing what feels like an increase in social control mechanisms. More defined rules as to who can say what, what can or cannot be said, and who has the right of way when it comes to a disagreement regarding said social rules. Sure, societies have always had these kinds of things, but I'm noticing now more than I ever have that the number of things that I apparently am not allowed to say or have no right to do seems...more in the forefront?
No Social Dice
So, let's look at this. Mushers typically don't want social dice (and telepathy rules) for a few reasons. 1) Because they don't want creepers to use it to justify being allowed to do things that they're not comfortable with and 2) Because they don't want to be told what their character believes, wants, or has to do based on the game system. It creates an uncomfortable series of possibilities that are ultimately based around the player being committed against their will to the whims of an IC or OOC system. The x-card isn't entirely the same as people's aversion to social dice, but I believe it's in the same "spirit family", if you will.
The X-Card
I was giving this some thought this morning while I was drinking my quad-shot dirty chai and listening to the radio in the car. (not an important detail).
I think it's fair to say that the "X-Card", given the social climate, falls into the category of yet another social control mechanism designed by the eye of the beholder to want the guarantee that when they say "stop" everyone "stops". That seems to be the commonality between many of these social control mechanisms: "When I say stop, you stop, regardless of whether or not you agree with me". Because we can't seem to argue religion, race, or politics, but oh how many try to force the other side into being not-allowed to partake.
Let's be fair. The X-card concept seems to accept the fact that you will never be able to entirely guarantee that something "triggering" will never ever ever happen in an RPG, but it's a system designed to both relinquish and provide control of the conversation; yielding the "right of way" to whomever doth presseth the cross. I think with enough meditation on it, that's what it is, isn't it? It's not truly a system that addresses social communication and how to properly behave in a role-playing game (or even work ahead of time to make sure everyone's comfortable), but it's a system designed to provide a modicum of control to the person who feels (for good reason or selfish) the need to assume control of the conversational/creative behaviors of ACTUAL people.
So... (here's my dismount)
...could it be said that for the same reason people are uncomfortable with the use of social dice there could be some correlation to the reasons why they would be comfortable using the X-Card, but aren't paying enough attention to the fact that on some level the X-Card is in the same category of the very thing they hate about social dice? (i.e. No one wants to be controlled, but it's better to hold the reins than to be strapped to the wagon?)