You're misunderstanding my issue. I'm saying the only impact surface stability has is a negative impact on my gameplay, which makes the mechanic an annoyance rather than a challenge to be interacted with. It doesn't actually add anything to the overall game other than arbitrarily denote certain areas as places to not linger in. Wandering around in them doesn't even impose that much of a negative impact, just don't set up a base in one and you're fine. I want there to be reasons to interact with low stability areas, some risk vs. reward to engaging with low stability areas rather than simply avoiding engaging in them.
Adding more ruins, lootable items that can respawn, but consequently other forms of danger such as higher chance and stronger supernatural entities spawning, to low stability areas would be a step in the right direction. It would actually incentivize venturing into those areas, but also add more risk aside from just making sure your stability doesn't drop too low from hanging around in them for too long.
Additionally, being able to impact local stability would be welcome as well. Maybe creating a base in a low stability area in early game is a net negative, but mid to late game using a Jonas device you could negate the negative impacts of low stability in an area. Or maybe you want to drop the stability in an area using a similar device for other reasons.
I want the mechanic to be additive to gameplay to be engaged with, not just something that's to be avoided.