Witch hunting and attacks do nothing for anyone.
Attacking people who are bad protects other people in the community from having their time wasted or being hurt in other ways by bad people. Try putting yourself in the shoes of the sort of people who engage in witch hunts because they’re genuinely afraid of witches, who if they existed would be capable of and willing to do great harm.
To be clear, it’s admirable to want to avoid witch hunts against people who aren’t witches and won’t actually harm anyone. But sometimes there really are witches, and hunting them is less bad than not.
People can look at clear and concise summaries like the one above and come to their own conclusion. They don’t need to be told what to believe and they don’t need to be led into a groupthink.
This approach doesn’t scale. Suppose the EA community eventually identifies 100 people at least as bad as Gleb in it, and so generates 100 separate posts like this (costing, what, 10k hours collectively?) that others have to read and come to their own conclusions about before they know who the bad actors in the EA community are. That’s a lot to ask of every person who wants to join the EA community, not to mention everyone who’s already in it, and the alternative is that newcomers don’t know who not to trust.
The simplest approach that scales (both with the size of the community and with the size of the pool of bad actors in it) is to kick out the worst actors so nobody has to spend any additional time and/or effort wondering / figuring out how bad they are.
Pretty much agree with you and shlevy here, except that the wasting hundreds of collective hours carefully checking that Gleb is acting in bad faith seems more like a waste to me.
If the EA community were primarily a community that functioned in person, it would be easier and more natural to deal with bad actors like Gleb; people could privately (in small conversations, then bigger ones, none of which involve Gleb) discuss and come to a consensus about his badness, that consensus could spread in other private smallish then bigger conversations none of which involve Gleb, and people could either ignore Gleb until he goes away, or just not invite him to stuff, or explicitly kick him out in some way.
But in a community that primarily functions online, where by default conversations are public and involve everyone, including Gleb, the above dynamic is a lot harder to sustain, and instead the default approach to ostracism is public ostracism, which people interested in charitable conversational norms understandably want to avoid. But just not having ostracism at all isn’t a workable alternative; sometimes bad actors creep into your community and you need an immune system capable of rejecting them. In many online communites this takes the form of a process for banning people; I don’t know how workable this would be for the EA community, since my impression is that it’s spread out across several platforms.