No, I'm saying just shutting it down without finding out the source of the problem is, in and of itself, usually unreasonable. Its using the GM's bully pulpit to, at best, put a bandaid on the problem instead of treating it. Most likely because they want to flow of the game to consider and are willing to just rumble through to do it (and I'm on record for saying that if speed-of-play is your first priority, I consider that a bad priority).
Having read the rest of what you said, no, I really don't think any of that makes a significant difference, and I'll explain why.
You should not need in-game carrots and sticks for people to engage with the game usefully. If that was what was needed, no superhero game would work at all, as those are virtually nonexistent in almost all of them. They can sometimes be helpful, but their lack is not an excuse for throwing up your hands about dysfunction, since the most basic method of working out such problems (talking to people on a person to person level about expectations amongst you all about what the game is about and how its expected to be played) is entirely independent of game structure.
As you can see, no.
I realize its really hard for some people to simply step back and do what I say above--its extremely obvious from discussion everywhere in the hobby that people are often aren't good at having frank discussions about expectations, and players are often as much a part of the problem as GMs (and I've sometimes failed myself)--but fundamentally, when this sort of problem starts to occur, nothing else will do, and as far as I'm concerned complaining about the lack of systematic tools to address it is to dodge the problem rather than address it.
Edit: I want to add this on because I suspect the above is blunt and can come across as kind of harsh. My take on it is that even the question of what carrot-and-stick tools a system makes available to you is just another set of expectations. And if the ones needed for those expectations are not present, that's more of an argument of "wrong tool for the job" than saying they're necessary to run a game per se. But they're fundamentally smoke-and-mirrors over the most basic questions of what everyone is there to do, and until you shake that down, at best all you're doing is trying to have handles to, at best nudge, and at worst force, players into the mold you expect them into, and that's fundamentally going about it the wrong way.
When you do root cause analysis to find the source of a problem you look to the source nota symptom of it. The "source of the problem" is that 5e players are no longer given expectations responsibilities or needs but are given play loop inverting abilities with 9th level spell effects before they finish character creation & it's unreasonable to talk about the unreasonable player actions that result because we need to watch out for those DMs.
You (and others) bringing up stopping the game to have discussions rather than handling unreasonable player actions & continuing to run the game for the other players at the table, but do you agree that the player has any responsibilities? If so what are they?
Super hero games are an entirely different breed of game than d&d with very different expectations from the characters & the world itself. They are so different that the incentive structure simply does not apply to this issue any more than "king me" from checkers does to chess. There have been super hero themed d20 games, but they too are very different than d&d.