I think we should use caution when judging whether an action incurs Conflict or not based on actions taken by Jedi in the movie. I don't think it's safe to assume that any character, even Yoda, is such a light-side paragon that they never ever do anything Conflict-worthy. Especially since thrust of this system seems to be that getting a little bit of Conflict is normal and expected, and that climbing up the morality ladder is a result of minimizing Conflict over time as opposed to avoiding it entirely. I mean, you can gain Conflict involuntarily from a bad roll on a Fear check. That being said, I'd be willing to go along with the idea that once a fight has started, the Force doesn't care what means you use to neutralize the threat as long as you don't move into cruel or sadistic territory.
I think it's also worth noting that the table on page 324 is a starting point. It focuses on concrete actions because those are easier to adjudicate and can encompass some widely agreed-upon situations. The designers probably didn't want to put the GM in the position of feeling the need to judge a character's emotional state as a default. Ideally, though, I think it works better if everyone at the table embraces Conflict as a narrative tool as opposed to a penalty system, because at that point the player can say "You know, I didn't need to cut that guy's arm off, but I was so angry I wanted to teach that scum a lesson, so I should probably get some Conflict," without the GM having to even raise the question.