The thing with voting patterns is that the players are smart enough to realize that 1) they can be manipulated and 2) the bad guys know this and will go out of their way to erase any connection to each other. Now a days, voting patterns are no longer as useful not because no one votes but because of how the games are constructed.
Early on (before my time) voting patterns were the main evidence for the innocents. Hell, I think I recall seeing somewhere that in one of the first games all of the wolves supported each other and when one got caught the rest had a date with the gallows soon afterward. After that game, the players learned to split things up and not appear voting in a block. Eventually the bad guys would figure out how to use the voting to their advantage.
Look at Catharsis' NOTW XVI (well, maybe you can't, but I'll go on). Pinman and I used the voting patterns to not only prevent a connection to us being made but also to use our night kills to frame other innocents. I'd look at the patterns, decide who was frame worthy, kill someone that night then have Pinman during the day talk up a storm to get our lynch target killed. We did that for pretty much the entire game and we ended up winning without losing a single wolf. I'm fairly certain there wasn't any prophet in the game or we had axed him early on. In any event, the voting doomed the innocents.
As games got more complicated, voting patterns as concrete evidence went the way of the dodo. The advent of multiple bad guy sides really has screwed voting. Before, it was rare bad guys would accuse bad guys as (duh) they were on the same team. Not anymore though. In your game Renata, because the two War Party sides kept on accusing each other until they teamed up, I was unable to use the patterns to deduce who was bad and who wasn't. With bad guys accusing seemingly other bad guys from day one, the incorrect connection was made that they were all innocent. Not to mention the prophet self-destruction which doomed the innocents as well, but coupling the two together makes it seem pretty obvious how/why the bad guys won so decisively in that game.
The point I'm making is the games have evolved so much that voting isn't be the main evidence anymore simply because the games have gotten so complicated. If the games were simple, as in one bad guy side, one innocent side, and maybe a prophet or two, then yes, I can understand voting as prime evidence to use. But now with bad guys with conflicting vc's, it's damn near impossible to differentiate anything anymore.
I'm glad you mentioned how I got in trouble in ATPG's game. The problem there is choice was taken away from me. In a 30 something player game and my role as a lone wolf, I was put at a severe disadvantage when forced to vote. In this scenario, laying under the radar for as long as possible was really the best course of action, but because the ruleset demanded activity this choice was taken away from me. It's not that I had to vote that I have a problem with, it's the fact I could not choose how I played the game. You view the voting as evidence to use against me, I view it as being restricted in play style. Not voting maybe not fair to the innocents, but forced into playing like everyone else is hardly fun either. There's a fine line here.
Similar to what ATPG brought up, the problem with the inactives is how to enforce activity. It presents one major problem to the GM, and depending on circumstances, possibly an even greater second. Obviously the first major problem is the inactive himself. Obviously when roles were handed out the GM is working under the assumption everyone is going to be active. Now we have this inactive person who's now contributing nothing to the game, and the GM has to decide what to do with them. The second possible issue becomes what role is this character? If it's a random role with no real ability, then the GM would probably be alright in removing the character via the giant foot of god. However, if the player has a useful ability, specifically a prophet ability, does the GM still stomp on him, thus removing the ability from the game permanently? I know if it were up to me, I'd have a hard time doing so since the ability was likely put into the game to maintain a sense of what I call "balance on paper." If I kill off the player, the team who's side they were on is now down a strong role with no way to get it back. Sure, the player wasn't using it in the first place, but now there's no chance it'll ever get used, which brings me to my next point.
Unfortunately, a GM can't have individual "squashing" rules of each player in the event someone becomes inactive. A GM killing off one player then not another for the same reason is a pretty big hint the second player is someone important, so the ruling for the entire player cast would have to be uniform. So the GM has to either kill off everyone inactive or leave everyone inactive around. Both sides have serious drawbacks. Killing off players like I mentioned puts whatever side they are on at a severe disadvantage. If killed, any ability they have is permanently gone which can cause havoc with a game set up. If not killed, you're forcing (sort of) the mob to lynch them instead, which is a distraction to what the real goal of the day's lynch vote is. So what to do? Pizza's "present" idea seems to be the best option at least until some more ideas can be hashed around. It'll give the GM concrete knowledge on who is active and who isn't. But then as I've said then what? A player is found not contributing anything and now a decision has to be made about what to do with him? Obviously replacing the player with a reserve is the easiest and best way to go about doing it, but that's not always the case here. It's a slippery slope.