That's not true for good PvP games. In Archeage, for example, most of the PvP is economic driven. One of the best ways to make gold is by crafting trade packs and sailing them overseas to turn in for big $ reward. But the sea is an open PvP zone, so it's dangerous. You often have to fight off or run from other players trying to blow up your boat and steal your packs. You could also turn in those packs to a local vendor with little risk, but the payout isn't nearly as good.
That's good PvP design. Other standards like world bosses work well too - as long as players are fighting over something of value then it gives meaning to it.
I asked about how it works in BDO on another forum and it sounds like a good system. Guilds fight for control of territory, and then collect a gold % reward from all economic activity in that region. That makes for a pretty good incentive to PvP, and win.