This isn't a perfect analogy but it's close.
Hearken back to the days of the OOC Masquerade where the basic assumption was that players couldn't be trusted to know who was what and not use that information ICly. Yes, there were other reasons but that was the de facto effect.
Similarly, non-consent assumes that players can't be trusted to play honestly (using consent to refuse consequences) and a host of similar situations. Both situations assume that most players are assholes without ethics.
That's not the case. Are there some? Sure. And on every game I've played on, problem players - whatever the problem - don't get played with by those people who dislike them and their play style. Whether it's a consent or non-consent game, everyone is free to ignore the players they have issues with. If knowing another player is doing it 'wrong', even if it doesn't affect you, is upsetting you, that's your issue. The situations where it can and will affect you are usually rare.
In summary, if you give people the benefit of the doubt and assume they'll act responsibly, most times you'll be right. Those who don't will be marginalized and made unwelcome in most cases. If it's game effecting, staff can step in. But most times, the bludgeon of rules that assume people are assholes aren't needed and looser ones such as 'consent can't be used to avoid consequences so don't' will work just fine over one such as those on pure non-consent games where you can be killed without any input on your part.