not really theory, or a text, or a complex concept, but i've had unusual luck treating statistical brainworms in organisations by referencing the McNamara fallacy; particularly the opening quote from the Wikipedia article:
But when the McNamara discipline is applied too literally, the first step is to measure whatever can be easily measured. The second step is to disregard that which can't easily be measured or given a quantitative value. The third step is to presume that what can't be measured easily really isn't important. The fo[u]rth step is to say that what can't be easily measured really doesn't exist. This is suicide.
— Daniel Yankelovich, "Interpreting the New Life Styles", Sales Management (1971)[2]
i guess they don't normally think of the process in — or consequences of — a purely quantitative worldview, and the format of this argument seems to click something into place.
sprinkle some Goodhart's law and Edward Bernays into the conversation for added effect. Bernays's work is a great example of how social sciences can be used to great effect for all of the shittiest reasons.
it's like you wrote:
i'm speaking from my experience with script change. it's a low-friction, consistent way for anyone at the table to communicate both how they're feeling and an explicit, specific resolution/action that is known to all players with the agreement that no one *needs* to get into details or explain themself. if something shockingly uncomfortable happens, it's much easier to reflexively lift/tap a card, or type 2 – 3 characters in the chat, than it is to abrasively yell 'stop!' and then try to discuss it over.
i've seen cases where someone yelling to stop was interpreted to be IC. or that they were just 'caught up in the moment'. (this is the reason for safewords; the cards are known to be meta/OOC.) or they didn't completely know where a scene was going, but they had a suspicion, but they didn't want to disappoint the group, and player safety wasn't a part of the pregame discussion so they didn't know how to express their discomfort and froze. the misunderstanding always only lasted some seconds, but it always lasted a few seconds too long for the person in discomfort. if it needs a discussion: 'pause' and take five to talk with the GM or another player privately.
in every group where player safety is discussed and safety tools are used: i've never seen a scene get far enough to make someone uncomfortable, and it rarely impacts the flow of the game.