I agree evil campaigns are a big problem, and I would not run or play in one.
To me, you would need to restrain the group's more self-and party destructive behaviors, but at what point do those restrictions basically make it a selfish neutral game?
As others said, one of the problems with evil parties is the false connection that evil has to equate to serial killers. You can be evil without killing a single person. Typically, the issue comes from players or DMs who need to "prove" their evilness. Likewise, you can be an evil character, but never do anything out and out "horrible." Sure, you kill people, but so do good characters. It's nothing
personal. Or how about an evil character with a code of honor? You'd kill a man for challenging you, but you'd never hurt a child.
My point being, just as there's a nasty habit to associate good with law, there's an equally nasty habit to associate evil with chaos. You can be an evil character without being Alex DeLarge.
That said...I love the idea of a cartoonish evil group. You start at the low rungs of minionship and commit crimes to go up the rungs of the criminal organization. Robbing banks, kidnapping nobles, holding towns hostage, intercepting caravans, etc. Nothing that would shock or horrify players, and you aren't twisted monsters, you're just punch-clock villains. Once they get high enough up the ladder, their boss and his council of doom are all defeated and killed by the designated heroes of the land, and it's up to them to reunite the crime group. The game ends with them aiming their evil magic artifact shaped like a giant top hat at the city, demanding a billion gold, with the heroes all trapped in incredibly convoluted death mechanisms.