That does make sense but not everyone is going to use those new mechanics because not everyone cares about it.
But you definitely shouldn't be comparing real life with a fan fiction site...an invasion free month wouldn't hurt anyone. You can still get the narratives from what happens between battles (invasions).
I'm gonna go ahead and assume you play games, Mr. Sin. Maybe its video games like World of Warcraft or Fallen order. Maybe you like board games like Diplomacy, Axis and Allies, or Pandemic. Maybe, maybe, you play tabletop roleplaying games, like Dungeons and Dragons, Fate Core, Pathfinder, or any other of the NUMEROUS options out there.
When you play something like Fallen Order, you buy into a single-player experience. You knowingly agree to play a game dedicated to a specific story, using a specific set of rules, that lead to a predetermined outcome regardless of what you, the player, decide. World of Warcraft, though different considering the many options it provides you, the player, the outcome is still the same. The dungeons have loot, the stories have an end, and your character has a max level. These games are cool, cause they are defined to bring the player into a narrative they don't particularly change.
Let's take a look at them there board games, partner. Diplomacy, Betrayal at House on the Hill, Axis and Allies, Hearts of Iron, Risk, Pandemic, Catan... all these games have mechanics you also buy into, but these games are far more free form. You pick roles, characters, powers, places, locations, whatever. You then approach this game utilizing what skills you have and play the game. Some of these games see benefit from working cooperatively, some from being antagonistic towards one another. In some of these games, you determine how you approach the board, as long as its within the rules. You can outsmart, outplay, and beat your opponents. You can prove yourself the better of that encounter. Awesome, great, mechanics are there, you can choose to engage them, nice.
TTRPGs are kinda like a mixture of both these games. D&D is a pretty diverse game, with five editions, all using differing rules, with more content than you can use in your lifetime. When you make your character, you can choose to ignore things like multi-classing, flanking, feats, and other optional rules. Or? Or! You can adopt those rules into your game and add EVEN MORE CONTENT. If a game master decides to do this, it often affects the entirety of the table. Folks not interested in multi-classing may have to play with a character who is multi-classing. That puts player A, the dude not into the multi-class into a weird spot. Will the game still be fun? Why don't they like it in the first place? What can be done to ensure they can still enjoy the game? Lots of funky weirdo questions. Sometimes, player A can't have fun if player B multi-classes. That just means they shouldn't play together, and player A, since he's the guy having an issue, might have to step away.
When it comes to a collaborative environment, you gotta work together. If the masses are saying, for example, better diplo threads are better for the board, even if one group is staunchly against using them, they should still be put into place.
The difference between invasions, burnout, and stuff like new diplo rules?
Consequences.
Consequences add drama, drama adds tension, tension adds flair, and flair creates the story. If every major can just opt-out of danger and drama, even if for a short time, it can literally grind narrative across the board down to a complete stop. While some mechanics need to be changed, others, such as the dangers of choosing to be a big name on the board, need to stay. It keeps that much-needed tension, which makes the stories worth telling, regardless of how loud the Old Guard cry out against it.