Whether they repress it or not, everyone judges. It's a fact of life. Contrary are especially prone to judging each other.
A judgment is made whenever one person transgresses the values of another. A person maintains good character by keeping their base function in line with their role function. Indifference to this relationship is not a sign of bad character per se, but is nonetheless a gravely haphazard approach to ethical and moral conduct which warrants suspicion.
I had an epiphany recently that realism kills the fun of games. The more off the wall a game is, the more fun it is. This because it is unreal. Ne and Si have an inverse quality relationship: unrealistic experiences maximize pleasure. (this is why modern games usually don't compare with the classics of the 90s), Of course this principle necessarily extends to all the functions: the positivity of a function is a factor of the negativity of its dual. The more unpredictable a narrative is, the more it engrosses us. To have a sense of wealth, others must be poor. Equality, likewise, eliminates the sense of being wealthy. Recall from science fiction the emotionless LSI and LII mainframes who kill and main in the name of logic. To feel a "high" in a function requires the denigration of its dual.
The superego block is zealously defensive of its state against the id block. When an id block function is seen as denigrating its dual, a judgment is made against it. There is no flag raised against violation of the super-id by the base, unless it is learned. The super-id is prohibited from denigrating the base. Denigration of the id block by the superego is not only acceptable, but desirable.
In summary, we have natural approbation to the denigration of the superego by the id, which we deem unacceptable or evil. Super-id denigration approbation must be learned. These approbations explain the emotional distance between id block partners, the closeness between superid partners, the apprehension around ego partners, and the reverence for superego partners.