This is interesting, no, I haven't used that trait. The roughest I've been is that I've sent a research team of YAs into the jungle twice and only randomly gave out the various repellents for hardships in the jungle. Two of the sims died, one per trip. I did not pursue looking up the antidote and let them be random deaths to add unpredictability. They weren't "main sims" in my rotation but I had other plans for them. I just said that the antidote for poison hasn't been discovered yet.
I do have a shipwrecked sim in the shipwreck in Sulani. He is not indigenous. He went missing from a ship and managed to wash up in the shipwreck. He's currently considered missing in whatever part of the world he came from.
I have rules for how he will interact with and discover the world. Only eventually will he realize that there's a city there. Currently, he doesn't know where he is. He's also not going to marry just anyone because he has to discover others. I'll also not send him outside of Sulani but I'm generally playing that way with that world. Sulani in my game is really remote so currently it's not easy to travel there. It will gradually get easier and maybe it will have more tourism but that has to develop over time.
Anyway, I have a shipwrecked guy. He has a shaggy beard and battered clothes. He lives off of things that he finds and his lot is still off the grid. I like the idea of his eventually finding the bar in Sulani and just saying, "Well, life could be worse." The only money that he will make is by scavenging and maybe eventually he'll be a conservationist or take an island part-time job.