If you want to adress my point, have a) actual argument and b) actually respond to my post instead of vague references because you cannot solve the examples I provided. Relying on casual "I don't play with mass murderers" is reductionist and another attempt at being a smartass, isntead of actually being smart. Mechanics you present in the game determine what kind of behavior they encourage. If you slam a player-facing mechanic without rhyme or reason, it can, like the bastion does, encourage horrible behavior. Even the nicest players may become murderhobos if they see this is the behavior the game rewards and encourages. Consequences of your actions and making players invested in the world are common tools to avoid it. Bastion rules, by being a) a safe heaven DM cannot touch, thus allowing a place to escape consequences of your actions b) populated by quasi-npcs who do not act like actual living beings in the world, but immersion-breaking set of mechanical bonuses, thus taking player away from the world and reminding them this is just a game...both of these seem to prevent use of best methods to cull murderhoboing and instead encourage it.
Also, to have proper player-facing game, it has to be integrated into the entiriety of the game, not just slapped awkwardly in one place because it's what other games have so D&D has to have it too.