Normally, I'd say I can see both sides to this one. From a company POV you want to make sure your company is performing well. Which requires each organ function as intended for its health.
But on the other hand, these are not organs, they are people playing a game. Not to mention guilds aren't competitive. Your company could survive if it was only you and you never played again. Then at the other end of the success spectrum we have alliance servers cheesing guilds with solo sloopers. Even somewhere more in the middle you have HG loss farming. So what does success even mean when you are a good faith participant?
I think the bigger issue here is a social issue that has nothing to do with the game or its design. Exclusive Membership Guilds. Star Citizen and ESO both allow you to join multiple guilds and I have about 3k hours between the two; More if you include all the time I spent managing an inclusive Bounty Hunter network - and during that time, I had to have many talks with "exclusive" guild leaders, either as a member on ESO or as an ambassador on SC. One thing they all have in common is that they want control. In SC, when I'd approach organizations like that, they'd immediately get hostile and say I was poaching them by offering mediation services between various hunting orgs which obviously clash when there is a single star system to inhabit. Not to mention the ones that did join, needed some kind of negotiation to happen first where I would pledge myself as an ally (bc I obviously didn't speak for members). Furthermore, those types would try to take it over with alts and all kinds of other stuff.
On ESO, they make demands of what you must sell, how often you must attend meetings to discuss... ?????, what level you must be, I've even had someone kick me from one of these Walmart guilds because I argued with him about generic build advice he was giving me by using math and he didn't like how that conversation ended. You can get the gist by watching Joel explain how gas siphoning works to Ellie in the Live Action Last of Us.
People can say what they will about it, but these experiences are why I am only ever in my own guild in games. I don't want people to kick me out because I'm not sourcing them enough or because they will eventually realize they don't like me. I do tend to join additional guilds but have been avoiding it in SoT bc I wouldn't contribute to them ever since sailing with them doesn't boost them.
We already see this sort of petty tyranny happening in Sea of Thieves. On the one hand, people should be able to decide who is allowed inside of their house. But on the other hand, why the heck can I still not kick someone from Open Crew off of my sloop if that's actually the priority? How is the current design of letting Guild Leaders kick people after they contribute different from letting a captain kick someone after they contribute? I guarantee you that it'll be faster for them to do another FotD stack than it'll be for them to get another guild to 100.