While I sort of agree with this in principle, the moment you have more than one player I find it often becomes an exercise in cat-herding: what's a great and highly-interesting adventure for one player holds no attraction whatsoever for another.*
And so I just run what I run, with the players in full knowledge they can jump the tracks at any time and go do something else within the campaign and I'll DM that instead.
* - Take the game I play in. The current adventure holds great interest for two of the six players (and their characters, in-game) while one is neutral and the other three (including me) would rather do almost anything else, both in and out of character. I have a stable of characters in that game, in-character none of my A-graders wanted anything to do with this trip so I pulled a B-grader out of retirement and sent her in (the other option was my sitting the adventure out, which I got talked out of). This'll jinx it, of course, but so far she's doing surprisingly well in what's turning out to be every bit as dangerous an adventure as we feared.