My anecdotal experience differs re the last bit - our gangs of murderhoboes often have depth, attachments, and well-developed personalities, thank you very much.
Lol. I get you, though there's probably some degree of difference in how we see that. But yes, characters in all but the most basic of games definitely will accumulate some personality.
Now them's fightin' words.
Murderhoboes can - and I speak from experience here - require every bit as much technique and fancy GM practices to run as non-murderhoboes. It's just that the techniques and practices might not be the same.
Oh, I think that 'unsophisticated' is probably too loaded a term, but I do mean that the techniques which evolved in the early days of D&D, and are exemplified by a lot of material like the 1e DMG, tend to produce these characters that are not highly connected to anything. In terms of giving characters tactically and operationally challenging scenarios, which I assume you mean by 'techniques' isn't particularly easier than for any other character, but I think constructing a milieu and providing ways for players to establish that connectivity and depth of character that makes 'murder hobo' just not a thing is a whole other dimension beyond challenging the player's skill.
I'm sure you could, but that's kinda not the point. The point is that no matter what type of game you've put together, in the name of player agency my take is that you then want to some extent get out of the way and let the players do with it what they will; and if that means they end up playing in a style you didn't expect then so be it - just keep on truckin' and see where the road leads to. The key thing is that it remains entertaining, for both you and the players.
Charcater turnover is your friend in these cases, as IME players will often come back with something quite different than what they just played, simply for variety. So, if you've got a gang of murderhoboes in a somewhat lethal campaign, sooner or later their lineup will turn over and maybe some different character types will arise. Or the opposite might happen; they might turn over from heroes to slayers, you never know.
Well, my point is, the sorts of things that you present to your PCs, how the environment is depicted, the generation of connectedness with the other inhabitants of their world, etc. is what makes the characters seem 'real' and give the players reasons and 'hooks' upon which to hang realistic behavior. When you are playing a game where the PCs arrive from nowhere at the gates to The Keep on The Borderlands, and their only cognizable goals are getting loot and XP, and they don't even have any defined bond with each other, let alone anyone in the Keep, you will probably get behavior that is at least somewhat 'murder hobo'. It will vary, and often it will be focused entirely on the denizens of the Caves of Chaos. But you are likely to hear things like "How can we take over this keep?" or "why don't we just rob the shrine, the priest already got all our gold!" I mean, why not? Sure, PCs have an alignment, but I think that's been largely dealt with, its basically just something written on the sheet.
Now, if the PCs COME FROM the keep, if one of the character's fathers in a watch leader, if one used to be the banker until the merchant he invested all his money in went broke because the goblins at the caves robbed him, if one of them has a crush on the priest, now its a bit of a different game! Especially if the fourth character has a crush on the 3rd character and is jealous of the priest! Maybe he takes a big risk in the kobold cave to impress her, and gets killed. Maybe his brother is a thief who now demands weregild! Obviously I am not drawing any conclusions on what sorts of things in this vein people are doing in their campaigns, but when
@bloodtide and
@Flamestrike insist that so many players/characters are footless scum, I have to HIGHLY SUSPECT that they're NOT doing those sorts of things.