It's more about deception and persuasion than harm, like the modals that say "Sign-up for our 20-part email series on gold investment... [X] No thanks, I want to stay poor and uninformed"
Although it is an interesting question whether it's still considered a dark pattern if you trick the user into doing something that helps the user. For example in some videogames if you play for hours they'll give a popup telling you to take a break. What if that popup had the options "Sure" and "No, I don't care about my health". Or if you design a UI so that it's really annoying to order unhealthy food, but easy to order healthy food.
And absent nanny-state reasoning (which is really hard to justify in the hands of a no-name dev..), you really are operating user-hostile, even if your intent was not; no better than microsoft forcefully updating your OS for your security, eventually regardless of what you were doing (see guy in middle of 8 hr render process)
Antipattern is more serious IMO because of the work "pattern", i.e. "something repeated". It is a repeated occurrence of doing something badly (in someones opinion!) across the code base. An example that comes to mind is making references to packages that you don't want structurally in your dependency graph, just to use a utility function.