Ok, let's assume that playstyle freedom includes the freedom to cancel out parts of gameplay (which is basically an oxymoron, but I'll humor that notion).
There's a difference between playstyle freedom and voluntary gameplay. If you make horde nights voluntary for example, you would actually be hurting playstyle freedom, because it will take away any motive people would have to engage in them. To have real playstyle freedom, choices and each choice's pros and cons have to be in equilibrium. If you want the player to have a real choice for a horde night alternative option, it has to be weighted equally with the former option, else it's not really a choice.
Games are essentially sets of structured rules and these rules create motives for actually playing and make games what they fundamentally are. For example, it would be no different to say that "we might as well remove hunger, because players who would like to choose the survival playstyle can just eat food at intermittent periods of time - and those who don't, don't have to". You are not accomodating two different playstyles with this - you are just eliminating one, because you make the former playstyle meaningless. In another example you could also accomodate people who like safe scavenging/exploring when they feel like *all in the same game instance*, so, "might as well make enemies stand still/only come out when you signal to them, so that the player challenges them when he feels like" accommodating both playstyles again. Not how it works.
Long story short, if choice paths pros and cons aren't correctly weighted, you will just have the opposite of playstyle freedom.