That's a valid sentiment but I'm guessing you're not an industrialist.
Industry involves a practically unmanageable volume of materials, and it's nearly impossible to evacuate everything in a matter of two timers. A month, even. Caches of ships and materials that you really have no place else to put them, other than NPC stations. If you don't make considerations for assets, it would be a profound nerf to player owned structures.
Materials accumulate quickly, by way of buy orders and several players filling them. Not just ore or minerals.
There are a lot of situations where it requires tens or hundreds of freighter loads to build just one thing. If you have a freighter pilot, you can get a sense of this on Sisi by joining up with Wedge Rancer
. He builds supers for players. I had ten freighter pilots ferrying materials from station to POS for hours, and there's no end to that. I did it just for the perspective, and I think you should too.
Structures can, will, and do accumulate more stuff than can be moved by a corporation or alliance... coalition even, in a short period of time. Good luck organizing a coalition-wide materials evacuation op. That's about the least sexy gameplay I can imagine.
If you ask me, players are already going to be up a creek in the new destructible structure system even with the considerations their assets are being given.
I think a better solution would be an emergency Interbus moving service that is invulnerable to player attack, but costs ISK and time. More than the ISK or time cost, though, displacing
assets would be the real consequence for losing a structure, and I think that's enough. Otherwise, Industry and market become a casualty of structure / system / Sov ownership, and I don't think you want that. Personal assets, too. They need to be removed from at-risk-in-space-combat gameplay. The fantasy hardcore EVE you are asking for is one that would destroy itself.
The PVP playstyle would destroy all others, and that's a bit OP.
About the Interbus moving service thing... if assets are moved to the next-closest owned structure or nearest NPC station (for free?)... chasing out a group's war and industry materials in this way isn't a wasted effort.
It's not destruction, but it's still a denial of access. Compared to destruction (which is absolute), you can balance that denial if it has variables of distance, time, and ISK cost (in the Interbus method I suggested).
It adds an interesting gambling scenario, too, where you might order your assets moved then save the structure.