While the Basic Rules do in some cases refer to adventurers as "heroes," I don't think of that as the default or as the best way to curb certain issues. Same with "no evil." I think we have to get at the underlying issues to be the most effective at getting what we want.
When I explain to my players what I expect of them, I often use Han Solo as an example. Yes, you can play a shady character who shoots first. Yes, you can play a character who isn't very noble. You may not even be all that nice to the rest of the party. But when it comes down to it, you've got their backs. You are basically a good guy.
This is especially important in my current pirate campaign. They are all playing pirates, so obviously they are all playing characters that are not that nice, and are breaking the law. They don't have to be kind to their enemies either, and they can be really violent. But in the end, they also have some good in them. They work together as a team, and they are not evil psychopaths.
Obviously this isn't the only way to play the game, and I have played with an evil party before. But for newcomers to D&D, I would definitely advise not to allow evil alignments. Not much good comes from it in general.
What's more, I'm sure he thinks he's a brilliant roleplayer and just "doing what my character would do." And while that's fair enough, doing what you think your character would do must be, as I see it, tempered by the metagame assumptions that make the game function well.
Looping it back to the OP, it's very important to get this stuff out in the open at the beginning of the campaign in my view. If you don't, you risk situations like the above.
This is why a session 0 is so important. You want to get all the players on the same page, so that they all understand that they are expected to create characters that work with the campaign, and with the rest of the party. If one of your players want to play a character that doesn't feel like going on any adventures, just tell him that maybe this isn't the right campaign for that. That is not much to ask for.
I'd be out, on hearing that.
While this particular character might have some heroic tendencies I want the freedom to decide that the next one might not; and might in fact just be out for the money and looking for the fun. I'm not in it to always play one of "the good guys", particularly if I have to worry about means as well as ends: if I've got to break some eggs to make an omelette, gimme that hammer.
All that is fine. You can play a bit of a rogue, a jerk, a snob, or a Han Solo type. But in the end, you've also got some good in you, and you are loyal to your party.
One character in the game I play in is listed as evil - he's never done anything against the party that we know of, hasn't stolen from us, hasn't murdered anyone...but he does have this nasty habit of eating whatever he kills (except for Humans or Orcs, that is; as he's partly both) which means when we're fighting and sometimes killing members of the other kindred races things get...interesting.
Interesting, until one of the other PC's decides your behavior is over the line, and then you get into a party conflict that can disrupt the whole campaign. That is why I put my DM boot firmly down, and kill any such nonsense before it even starts. Just play a character that works with the party and is not a lunatic, please.
Scary thing is, in that he's now the party's longest-serving member in a way it's become his party.
But that doesn't mean it is a good idea to play that sort of character in general.
Look, I can understand that it can sometimes be fun to play a weird and/or evil character. I get that. But often it goes wrong, and derails the entire campaign, so I would highly advise against allowing these sorts of characters for a group new to D&D. Just ask them to play normal characters.