indeed, some looters might use such mechanics to loot longer and more, but I have seen a lot of players who really “save” places and contact the owners, being ready to hand it over if they simply forgot to fuel their beacon etc.
however, even if someone loots such unbeaconed place, it’s no one’s loss (the owner of the beacon is losing it anyway if he is not around to fuel the beacon again); it’s sure not my loss if someone out there gets a lot of goods from unprotected beacon - it’s the looter’s gain and it’s within game mechanics
at the same time, this suggested mechanics create more space for genuine thoughtful people who can save a nice build next door, that they like to have there as part of their town, or that can plot such place having in mind handing it back over to the owner (should he/she come back to play)
regeneration and losing property through regeneration or players’ action is part of this game already and tweaking it a bit doesn’t seem to do any damage here (so I think anyway)
looting is not really a bad thing, evil thing, morally unsound or whatever way you want to put it; when it happens, what would have been otherwise lost becomes someone else’s property
owner’s wishes or intentions have no bearing here