I'm buying this game because it's very much a scenario-driven RPG that changes as I make choices. That takes a ton of design work and talent to make work. Throwing in random shit that spoils or misleads players in a game like this is just adding nothing but noise to experience, especially since WL1 (and I'm assuming WL2) relays most of its information about the environment, important people, and items/clues all via text. I don't want my experience building from that text to be cross-polluted with random stupid shit notes everywhere to read alongside, like reading scribblings in between lines and paragraphs in a secondhand book. If it's handled in-game as an option to 'hear' typed messages left by others via the radio function, I could see it being more seamlessly-integrated and possibly useful to all instead of it being a toggle where it's on all the time or not. A blinking light on the radio icon or similar to the Geiger counter of the first game could alert players to messages left by others on the current tile. Or even as a thing of note in an environment description for players to initiate reading that note.
Still, WL1 depended on a single, static answers for many passwords and conversation keywords to progress. Leaving answers behind robs people of investing in the game's adventure elements and circumventing events, possibly leaving them without enough information or key items needed later. That's a challenge to their design and iteration to prevent breaking sequences that might strand players or, at least, put more frustration in their path than is desired. I suppose they could generate passwords and keywords dynamically from a large list. They could also try to filter the answers but then it would turn into a game of charade and the notes system would be all about shared tactics for highly-scripted encounters and a means of disseminating detailed instructions for discovered exploits. A limited word list could be used, but it would probably unwieldy and not allowing for enough description to be useful beyond spoiling simpler stuff ahead. Perhaps, they could generate more results for each successive leg of a mission or scenario based on player decisions to create more than superficially-unique situations, possibly mitigating the cheating that could go on with such a networked notes system. Whatever the case, it sounds pretty useless for this type of experience.