Your approach in expressing Bloodline's bite permission mechanic makes it more agreeable. Competition arose in some free-to-play systems that oppose this for equally sounds reasons. To me, it's "to each their own".
On point one in regards to "physical affect", I refer to bite animations, actively engaging the non-player in the player's in game activity (in Bloodlines, this is biting itself). With free-to-play games, such as Angels & Demons and Afterlife, no physical engagement transpires for the non-player. Any data generated on the avatar is in the fashion of procedural generation (such as a template applied to a previously-unscanned or un-blessed/cursed avatar) which doesn't exist anywhere but on the game system's database and doesn't cause any actual harm to the player.
On point two, this is more extending a concept that goes with free-to-play models. Encouraging spending for system and company revenue is good, however it's a personally ideal thought that any non-player "killed" within a game system can still join said system without them or an active player investing for a "revival" as it forces a financial position caused likely by another player. This is more so a remark on current free-to-play game systems that require potions to purchase for "dead" non-players.
Where stalking becomes a problem, game systems reinforce and support Community Standards and TOS and would encourage appropriate punishment for toxic behavior, just as player-to-player issues lead to in-game punishments from land bans to game bans.
I believe it's also justifiable for club, store, and land owners to choose to generalize a ban of a system's players if that system doesn't offer any means to curb attacks (even if that is through product purchases). This offers a well-minded community to collective practice, and teach their new players, how to behave so as to not incur these issues. It also shows that a community is not in a collectively positive state when these privately owned places ban immediate poor behavior from a system and its community, or generalize the banning for detecting that user being a player.