There are superheroes, cinematic heroes, and realistic heroism.
It is understandable that some people will want to play different types of heroes and each may have it's own style and game mechanics.
I don't know much about the different Drama/Hero/Luck point systems. Read some, but have not played them much to know how it actually effects play.
Professional role-players don't need any of those points. They are not trying to win the game.
I understand what Shonner is saying. Perhaps use of the word "Professional" here is not the best. I'm not sure what word to use.
In some games, role players playing a heroic or rash character would perhaps have to be a bit heroic or rash themselves and be willing to lose the character if that is what is required to represent the character.
Just my unproven opinion, but knowing that there is some game mechanism that lets a character survive when the odds are against them might lend to players role playing their Traveller characters as careless risk takers more than realistic heroes.
It might take an even better "Good, Experienced, Truest, Professional" (use whatever word you think fits best) role player to play a humble heroic character even when there is a game mechanism that guarantees success. The game mechanic should not be the end all in defining how a character is played.
Different people have different styles of playing. Some people play very similar characters each time they play. Some people like to play different types of characters from a non athletic brainy scientist who studies odd planets to a brash noble who is easily offended and get in lots of duels to a doctor that heals and has never touched a gun to sociopath killer and so on. Some people like to play cinematic, comic book, fictional story type characters.
One character may tend to avoid deadly situations if there is any other way out of it. A character might be rash and careless, heroic, afraid of dying and would abandon companions or do just about anything to avoid dying.
Heck, you might even have a character that is so overcome by a situation that they commit suicide!
So if you're happy to play non-heroic protagonists or roll up new characters regularily, you can do without fate points.
[Joke]Thanks for your permission!

[/Joke]
But if you want to emulate action/adventure fiction or real life hero biographies, you need some way to twist the odds
True. Can be done in a variety of ways. I'm not familliar with the hero version of Traveller, but I'd assume it describes mechanisms for this more so than CT or MGT RAW. (the two versions I own)
Problematic is that in many instances of entertainment the hero struggles and even fails. It's part of the longer story. Being captured and left to die is common. With hero points or whatever, it may be possible that a campaign may be over too soon because the players avoid capture, or whatever, and succeed too soon - or use up whatever mechanism there is before the final climax thereby making success less likely.
My point being, I think for the way I play Traveller it is better to leave "fate" in the hands of the GM instead of the dice or some other game mechanism.
so that the player can role-play taking much bigger risks than they actually do.
Not sure what you mean by "taking much bigger risks than they actually do". A player can always role play a characters belief and reactions to a risk as being bigger or smaller than what the player perceives. This does not depend on a game mechanic.
I invest far too much imagination in my characters to lose one because he sticks his neck out and gets hit by the statistically expected number of bullets.
To me, there is a big difference between using points or a GM somehow putting their "thumb on the scale" so that a single lucky or unlucky die role doesn't decide the fate of the character or the adventure vs altering things to a much larger extent such manipulating things so that a pair of player characters really need not reassess fighting twice as many just as well armed and skilled opponents because they know they have fate, luck, or whatever on their side.
Just saying there is a difference. Not saying either or any way a group wants to play is wrong.