I feel like we too often assume that those who don't care do so out of willful avoidance rather than simply because they haven't been given a reason to find the learning itself engaging. Most people learn when learning is fun. Yes, some part of that incentive can rely on externalities like progression, but they can only go so far without becoming self-defeating; at the end of the day, a lot relies on intrinsics -- namely how the experience itself frames that learning.
If tiny fraction of a percent of players will nonetheless purposely play poorly out of spite, sure, there's no helping that, and likely even an otherwise very conservative/lenient/"hyper-accessible" level of gatekeeping will, well, gatekeep them, likely for the best for the game's total population regardless (given how many would leave over otherwise dealing with them). But I suspect more can be given reason to enjoy that learning and thereby end up caring simply as a side-effect.