The best way to handle a Murder Hobo in a
Dungeons & Dragons party is to
enact consequences for extreme actions. If a player is running through a town destroying shops and killing the shopkeepers to take what they want,
the Dungeon Master could have the town put a bounty on the player's head. If the player kills an NPC instead of interacting with them to get a key item or information, it could be that information is permanently lost to the party. By putting weight behind player actions, it gives more incentive to think before they act - especially if the
D&D party starts to get frustrated at not being able to finish quests, or lose their ability to go into towns to purchase potions and weapons.