It’s stated here, back in 2005:
we often piss people off, but it’s a necessary evil with PvP games, you always have to be on your guard for imbalance and as a result, we lose a lot of customers for it.
—Nathan Richardsson, senior producer on the EVE project in early 2004
Mr. Richardsson unambiguously calls EVE Online a pvp game.
Full article here: Interview: Evolution and Risk: CCP on the Freedoms of EVE Online
@Gix_Firebrand does have some justification for his position on pvp being a core design feature of the game.
Also, from the 2005 article:
“The founders had two passions which they wanted to join,” explained Richardsson. “The sci-fi feel and vastness of space from Elite and the social interaction of massively multiplayer and player vs. player gaming from Ultima Online . I should also add that they were quite active PvPers in UO and this is the main reason for our emphasis on PvP . We feel that the emotions involved with losing something of value is just as important as gaining something of value, it makes a very immersive experience. There have to be lows to make the highs more enjoyable. PvP allows us to achieve that.”
—Nathan Richarsson
My personal opinion on this is I look at the game today, and the changes that have been made over the years, and I am left of two minds as to whether this design philosophy still exists at CCP, or if the market CCP is currently courting wants this.