You see, because the content itself lies in the grey area between competition and co-operation, you justify content denial to a lower number of people for the 'greater good'. It's still content denial.
Committing a wrong for a greater good still commits a wrong, and therefore betrays the very same philosophy you're trying to claim moral ground upon. The content cannot support the volume you are trying to force upon it. Yet you shame the number of people who acknowledge that fact and attempt to enjoy the content sportaticly, as designed.
This level of persecution is nothing short of harassment, regardless of whether or not you perceive it as clean moral standing. And in most cases, those who claim the righteousness of the majority only do so when they conform to the crowd, as opposed to being subjected to it.
Again, taking moral greys to their extreme black and whites typically clears the viewpoint. For example: Is it right to tell one starving person to give up the apple they found because the rest of the crowd is hungry as well? No, in neither case is the individual obligated to conform to the will of the people nor is it 'right' for them to. Yet, you would wrest that apple from the starving individual's hands because you feel the meal would be better split.
Again, I am going to reiterate my standing point on this topic: This divide is the quintessential reason why you cannot create open world content without some form of hard control - be it semi-instancing or hard claim. If I am to tip my personal opinion, I lead towards the former (semi-instanced), as it is the least likely to generate no-win content denial scenarios like we have here.
Content Denial in most cases is a bad design practice. Content denial that is player-enforced rather than system enforced is exponentially worse. SE should have never designed a system that encourages such passive-aggressive competitive/conformist behaviors.