Perhaps. But isn’t wanting them to go a specific route kind of leaning in that direction anyway?
Like if that’s what a GM wants to do, then just do it.
That's one way to play. But that sounds like removing a
lot of player agency to me.
As an involved and invested participant in the game, having my own feelings as GM about how I would like the game to progress is obviously something that is going to happen. As I mentioned quite some time ago, part of my job is ensuring that those feelings don't have an undue influence on my decisions. Another job is ensuring that the players understand that if I'm running a sandbox, they do, indeed have the power to make decisions for the their characters and that they are the ones who decide what they do. They are
not beholden to my desires.
A couple campaigns back, there was a civil war brewing. The PCs were important enough that either side would be happy to have them as allies. The party was being quite conservative in their approach and I presented them with an opportunity to get more involved. I had done my prep for the session on the assumption that they would bite the hook, and there were all sorts of developments that would be able to follow on from a decision to jump on board.
A priestess PC was asked for her help recovering the corpse of a slain noblewoman who was being held by a rival church for various political reasons. The priestess would not have a bar of it, because another PC was tentatively aligned with the opposing faction. The representative asking for assistance made a fairly compelling moral case and, when rejected progressed to begging and basically grovelling, before moving on to demanding and finally storming off in anger and frustration.
When I was able to throw everything into the role of that envoy, working as hard as possible to have the PC agree, but the player still felt comfortable saying, "No", it was one of the proudest moments of my GM career.
I could have said, "Hey guys this is what I've prepped, this is what I think will be most fun, can you please go along with it," but that was not the sort of game I was running at the time. And had I done so, I would not have had the pleasure of being surprised and seeing the game go in different direction. I later played out the behind scenes events that occurred after the players went their own direction and, when they later heard about the botched attempt by servants of Ishanna to rescue said body from a church of Solinor, the deaths on both sides and the growing schism between the faiths, they felt a deeper connection to the world as they realised that the whole political landscape had shifted, in part because of that PC decision not to assist.
My current game is
not a sandbox. I'm running a reasonably linear villain of the week supers game, with an overarching threat growing in the background. In this game, the players are expected to step up and be heroes when presented with a threat to deal with, and saying, "nope, that doesn't interest us," isn't really a viable option. That's been established up front. But when I go back to running a sandbox in my next campaign, I will remind the players that we're shifting back to a mode of play where the PCs are free to do whatever they want. If there are any rails (eg, no turning into psychopathic murderers slaughtering everyone they meet) they will be made clear and if we reach a blurry border we'll discuss the details, but the basic expectation I will have is that, within the wide zone of the agreed premise, the players are free to make their own choices without any concern for what I as GM would prefer.
Now, if they just shrug their shoulders and move on at
every potential hook and aren't pushing forward to some interesting goal themselves, chances are they are going to be very bored. But, if they're doing that, then there are deeper issues. Passing on any individual hook is absolutely OK, for whatever reason they want, and I want my players to feel comfortable doing so. If they're not in the mood to investigate strange sounds in the forest, then they should not feel compelled to investigate strange sounds in the forest.
The PCs belong to the players, not to me. I present them with a world, they decide how to interact with it. Much of my fun comes from seeing the unexpected ways in which they end up changing and influencing that world, including (and especially) when they subvert my expectations.
Edit: Another time I had ideas about where I wanted the game to go, also a story I think I already mentioned in a different context in this thread, was when the PCs came across an opportunity to go visit a fairy festival. I had some cool stuff planned if they went this way but, after coming across the clues, they could not nope out of that option hard enough. I was disappointed that the cool things that could have happened didn't, but I was immensely happy that my players had learned to take the fickle nature of fairies seriously, and their reaction was absolutely in keeping with a sensible decision from the perspective of someone actually present in the world. There was also no shortage of other things for the players to be doing; it's not as if they were just wandering about aimlessly and rejecting the opportunity to do something interesting instead.