The actor might be willing to forgo their preferred playstyle for this game. Or create a character in line with the playstyle.
The group might be willing to accept the actor doing his thing, despite that (or possibly even because) it will create additional complications for them.
I've played in groups where the actor frequently ended up wreaking havoc with our perfectly laid plans, and it was some of the most fun I've ever had. (This was not an SP game per se, fwiw.) But we established that he was going to do that in advance and we were all on board. I've also played in non-SP games where the actor did the same, but players took serious issue with it because they hadn't agreed to it.
I actually don't think it does run both ways. If everyone sits down to play Moldvay Basic, we know the goal of play is to extract treasure for the win. (Perhaps 38 years ago we didn't know that, for the reasons that @clearstream posted not far upthread; but now we do.) So having someone who refuses to play in that spirit would be similar to sitting down to play (say) Forbidden Island and have one player insist that s/he will only shore up a tile if she thinks that's what her "character" would do!I don't know that I can really answer that, not having the data needed.
Is the typical SP game so insistent on expecting skill carried across characters? The question runs both ways, that was a big part of my point.
I think if you're sitting down to play a game, and have (expressly or implicitly) committed to doing so, it's not very friendly and can become pretty unsporting to deliberately break it or wreck it by neglecting the priorities of play. (The flipside of this is experienced players making allowances for new players: when I started play whist-type games seriously those I played with were better than me, and this manifested itself both in (i) me losing a lot at first, and (ii) them commenting on my play so that I would know how I could improve it, which I did.)
For me, this is where @Campbell's point above comes in: if we're playing a RPG where the goal is no more particular than everyone turns up and portrays their PC while the GM tells us what happens next then that "actor" player might fight right in. But that's not exhaustive of all RPGing, and I'm not really persuaded that it's a default in a normative sense - though of course it's pretty typical these days in a statistical sense.