From my experience with Haven & Hearth which featured a system in which each crime leaves invisible clue markers at the location where it was committed. These can then be seen by detectives and a copy is collected which can act as a compass pointer directly towards the perpetrator. The worse the crime the longer the clues lasted and the easier they were to see.
This meant that tracking down the home of your attacker was fairly easy. The difficulty was that these homes were generally fortresses which could not be broken into. Nor was their much of a social reputation cost for the perpetrator because they didn't engage in any commerce with others.
Regular people could relatively easily make fortified locations as well, inside of which they were basically safe, but going outside meant you had a chance to encounter a griefers who was just on the prowl.
The lack of any organized militia with enough power to attack a fortified position (and the excessive defensiveness of thouse fortifications and excessive PvP disparity between players) was the main problem because the game just spawned people in the wild to live alone. The only organized groups were griefers who focused on maxing PvP, and making fortified bases. Any game that just throws people into a world randomly will have this problem.
Only after about a year would this situation start to stabilize and the largest most organized groups started to exert some control over the surrounding county side and declare that no killing by any other group would be tolerated in their territory. Effectively a state monopoly on the use of violence which allowed regular folks to survive, though often this was only after most had been driven away.
CoE in the way it puts the players into a world which already HAS a power structure and authority figures both PC and NPC who will be seeking to protect their areas from griefing and banditry means we can skip the Hobsian war of all against all phase and go right into the Feudal system in which the game really wants to be set. Games like Rusk and Life is Feudal are all about that chaotic phase, it's a feature not a bug for them.