I'm open to the idea of anarchy as the "we have no in game rules on how to play the game in this server" while keeping a player base made of decent people to talk to.
But no, you keep going with your suspiciously specific idea of anarchy for TF, which reminds me of another place... I wonder which is it... oh right, that's how Eso works! Are you sure you don't have hidden intentions with us...?
Even if you haven't:
Anarchy actually improves TF's reputation, as it places the responsibility of this behavior on the players that did it rather than TotalFreedom itself.
How is this any different from now in practice?
Dealing with exploits and people crashing the server might seem like it'd be an issue, but I think the TotalFreedom community is ready to tackle the issue.
People are actually pissed when the server's unplayable because of crippling exploits, and we're more happy in preventing them from happening than having a cat and mouse game with exploiters.
There is a Minecraft Forum thread from 2010 about TotalFreedom that states that it didn't have rules, nor administration that was typical of a Minecraft server.
I still believe you're twisting this at least a bit. You make it seem like it specified it had no rules at all while the post simply states:
you have the power to use the most powerful Minecraft construction plugins without the usual red tape rules, whitelists, and restrictions, or petty administrators with ban hammers.
Which can be interpreted in a number of ways.
Players on the server would be able to enjoy the true freedom associated with anarchy, joining with other players to gather resources, build, and conquer the world
Only if we keep enforcing the basic rules that prevent arseholes from making everything unplayable and repulsive in less than a hour. This isn't 2010 anymore, unfortunately.