Making things difficult is one thing, frustrating the players intentionally.... never turns out well.
If done badly, then I think players would be fully entitled to complain. Stating it another way, it's not so much the crime that's annoying - what would make me protest is being unaware and unfairly robbed, at random without any chance to prepare or deter it.
A possible crime system should be transparent so that players have the choice to play it safe, or take more risks. Like in real life, if you want to throw down money to insure your phone, then be prepard to pay for it.
I think having a balance sheet of crime options vs defenses could help,:
1. The prospect of theft is real, and you can have your goods stolen
2. You have the chance to stop this through a range of security measures, you can set up your own stash (trip wire and shrapnel) in the combat zone solo, monad etc). A mega encrypted safe (techies) in a locker (cops) in your penthouse office (corps). Or you could pay a company to safe store goods (with a higher premium charged for illeagal or stolen goods)
3. If you don't want to protect your goods, you don't have to. (Think nomads).
4. If you are robbed, then you get a chance to track down the person who robbed you if you have the skill.
5. You can pay/bribe the cops to get your stuff back.
6. You can hire private guards.
If you are mugged, you should have the chance to talk or fight to prevent it.
I think there could be better ideas, those are just off the top of my head. The main goal would be to think of crime prevention as a fun challenge in the game, one that offers players the constant threat level. And if it's just too annoying for some folks, they could maybe have the option to disable the function.
How does that sound?