Getting executed removes further bounty as well as the victim’s money therefore making all the points in your first argument null. It does actually do something. Also STOPPING executions (or breaking them free anytime before they are killed) is the best way to farm bounty in the game right now.
Not once did I say it isn’t an intended player choice, as I said in my earlier post, balancing good and villainous is to give each side both it’s on incentives and detractors and one of the main detractors of being a villain can be entirely avoided via simply logging and getting your friends to break you out when you rejoin
How difficult is it so difficult for you to grasp that jail and execution systems like this exist to be consequences for player actions and ways to circumvent or even benefit from these systems that are meant to act as punishments shouldn’t exist?? Like you even said people are supposedly getting 200k bounty in minutes from stopping executions.
People’s main complaint about this jailing/execution system is that 10 minutes of downtime is “bad game design” or “too long,” so why not satisfy both our complaints and reduce the jail time but keep players in combat the entire duration so that this clearly One Piece inspired system can have a One Piece inspired conclusion where people actually FIGHT to save or stop an execution from happening?