Saeviomagy
Adventurer
I can see where they are coming from but the other half of the group wants to investigate first, learn what they can and make an informed decision as to what the final move is. It can make it a tough game.
To be fair, there's multiple modules where careful investigation leads to "cultists complete ritual and doom the world", and the investigators would have been better off storming the place and killing everyone.
My "player that didn't fit in" story is a shadowrun game. One new, young player built up his cyber-samurai, picked all the right stuff, fitted in flavour wise, but then wouldn't accept the fact that bullets are dangerous. His character died twice on his first night. The first time was because, despite the GM saying to him "Your character stands out in the open in the middle of a firefight, right in front of the bad guys with machine guns. You realise that's incredibly dangerous, bordering on suicidal?", to which the response was "my guy's tough, he can take it!".
That I would probably have put down to just being unsure of the mechanics of the game. The thing is that after that, the character used his hand of god (a once-in-the-character's-lifetime paper-thin-excuse-that-saves-his-ass thing) to return to life. Insisted that he would immediately stand up (he was explicitly given the option of lying there apparently dead until a convenient time) and then finished his turn in exactly the same place and the same situation as the first time he died, despite prompting that this was likely to get him killed for good the second time around.
I'm not quite sure what he was thinking. IIRC, it took him another two characters ignoble deaths before he started being even slightly risk averse.