I did this when I was younger and didn't know any better. Made characters that resisted going along with the plot. One example was a non-Star Wars game using the SWSE rules. I was playing one of those high-level characters who is suffering from amnesia and so is currently low-level because they don't know they're actually high-level.
The plot involved a bunch of strangers coming together, and the others started acting a bit crazy, so I had my character disassociate herself from them. I had her decide to slink off and get a job somewhere while the others followed the GM's carefully laid tracks.
The GM humored me for a bit with a solo session that consisted of my character getting a job and working for a bit before some baddies found her and overwhelmed her, dragging her up to the starship where the others were.
Since then, I have had players who have behaved in that way when I've been DM (and have been a fellow player to people behaving that way), and I have come to intensely dislike it. Now, whenever I start a new campaign as DM, I insist that the players make a character who wants to go on the adventure I am going to run, and I make sure to provide my players with enough information about the campaign that they can do so. I also generally insist on having the PCs already know each other and be able and willing to work together to achieve their goals.
I stopped being a player earlier this year, but for the past decade or so, I would always strive to make a character to fit the campaign so I wouldn't end up with any conflict like that. Being a fellow DM, I would often be familiar with the adventures the other DM was running, so my characters tended to take more of a back seat and leave most of the decision-making up to the others anyway.
EDIT: Also:
Dungeons & Doodles: Tales From the Tables - It's what my character would do!