I liked this post generally, but I think there's at least a case or two more:
1. The GM pitched a game of a particular type, but they and the players had a different sense of what that pitch actually meant. This is actually pretty easy to have happen with overly short pitches, but can just happen because of bad terminology mismatches, too, or people's experiences with certain genres is different than others.
2. Related, you can have players who are finding the GM's execution, bluntly, substandard; they may be trying to execute the premise given but, well, just doing a bad job of it, maybe because its too different from what they're used to. The players should cut the GM some slack, but the GM also has to be willing to accept criticism here.
Finally, and this applies to a lot of this: the fact one player is challenging the GM doesn't always mean a single player only has the issue. There are players who are really hesitant to do things that feel confrontational, and may agree with a problem, but aren't going to want to join in on it.. At the other end of this, you can have players who go along with a premise because they don't want to be the guy who throws up blocks on a game, but aren't ever really happy with it. That's obviously largely their fault, but it can still impact the success of the game, and at some point the GM and the rest of the group either needs to get used to extracting what the Tigger player feels, get used to them being a regular problem, or eject them.