The obvious issue with the oblivion analogy is that in that computer game if you get caught for stealing, or attacked by guards, the only person it affects is yourself. Your unilateral decision doesn’t end in dragging the whole party into a situation they would rather not be in through no fault of their own.
PvP or being openly antagonistic to NPCs in a way that’s out of sync with the party or their play style is an out of game problem. The maxim don’t deal with out of game problems in game, is a good one. It’s hard to justify in-game solutions rather than an honest conversation.
Logical consequences should just be a thing at all times, not something that gets brought out when a player has narked off an NPC. It improves the game world.
In short using logical consequences as the solution for out of game behaviour like players stealing from other players is a bad idea that can easily lead to resentment. Unless that’s what the players want.