The issue is that this entire system is inherently stupid. Stealing creates a suspect flag, which opens you to proactive attack from anyone and everyone. A suspect hauler, therefore, has zero chances of survival. It’s can’t not die; it is a hauler. Such a black-and-white problem therefore needs a similar black-and-white solution, which took the form of shedding the flag via loot transfer.
If, for example, engaging a suspect also made you a suspect, then suspect haulers would have a viable method of counter-play available (having escorts) instead of using an immunity trick like this, or simply dying. It’s not a perfect solution, but at least it’s not utterly ridiculous like the system we have now, which results in complaints like these, and excuses like “well we don’t always have an interceptor available.” Which, to be frank (and while I respect BF.), is an excuse worthy of the world’s smallest violin considering that we’re talking about a group that can put dozens of deadspace-fit faction battleships on the field in high-sec. Like, yeah, I’m sure that some corp of 5 miners losing their Athanor to a 30-man Drekavac gang feels really sorry that they can’t swing an extra pilot in an interceptor to deter a ninja looter.
This is one of the reasons why CrimeWatch was ill-thought, absolutely dogshit garbage. It didn’t create a back-and-forth playing field for players acting as cops and robbers; it just created a system of easily-exploited transactional mechanics that are easy to predict, and mostly only useful for tricking and scamming newer players who don’t know any better.