That was kind of my point. Sorcerers can be rationalised as a MC at any point, without necessarily any anchors to the character's previous history or encounters. In your case, if the PC is already a sorcerer and wants to MC into a Fighter, say, to me that's fine (assuming there is a reasonablly compelling desire to do so).
It's when someone randomly decides that they fancy BOOM WILD MAGIC MANIFESTS that makes me stroke my beard as to their reasons. Obviously, there can be perfectly good reasons to do so. However, it mjst be said that in the middle of a campaign, suddenly having sorcery bubble up through you would be a fairly major development, story wise.
There is a reason the Quick Build suggested background is Hermit for Sorcerers - it carries the implication that (a) those around the sorcerer drove them away, probably muttering darkly about the evil eye and almost certainly whilst waving a combination of pitchfork, torch, feathers and tar, (b) the newbie sorcerer went off into the wilds to explore these strange new powers/come to metaphysical terms with the changes to their being, their very essence, that it indicates (glancing from their glowing hands to the freshly-incinerated goatherd yonder whilst whispering "what...am I? I...I don't know anymore" as the rudderless ungulates mill around their legs), or (c) both.
This is all presumed to have taken place before the adventures start, off-camera, so to speak, and represents a major part of the character's personality and motivations. So when it happens at, say, Level 6, it's gonna be a Big Deal to that person, regardless of their prior class. I mean, just osme of the reactions one might expect:
Fighter: "So, I'm a wizard now? Wtf?"
Cleric: "Why do I need the gods when I am myself a source of raw magical power?"
Barbarian: "Throg make boom. Throg scared of self"
Bard: "Woah! Omg omg omg this would make a really kewl story! How does it work? I mean, I didn't sing or anything! I gotta work this out this out for myself"
Druid: "Ah. Am I closer to nature now? Or further away? Is this refined sugar magic as natural as my demerara version I'm used to? I think I shall be a badger for a while and have a think about this"
Warlock: "Pfft! Who needs Asmoxyleucreuxerces anyway? I'm a Bad Ass without any patronage now! Stupid name, anyway."
Wizard: "Really? REALLY?? All those years of study in the Arcanum without getting a tan or a sex life was for NOTHING?" /tears up spellbook in inchoate rage
Ranger: "I'm no longer following these tracks. I AM the tracks. And the woods they're made in. My God, I...I think I just Drizz't on myself"
Rogue: "YES! I totally just stole RAW MAGICAL AWESOME. I am the BEST thief in the whole world! Shazam! Hey, guys, check out what I can d..." WILD MAGIC SURGE FIREBALL "Uh..guys? Guys?"
Yeah, I'm messing around here. But you get the idea. To me, if you start as a Sorcerer, MC away, for sure. So long as somethign compels you to do it, character-wise. But a sudden MC into Sorcerer seems like a cop out. I'd be more inclined to say, OK, you gain the Magic Initiate (Sorcerer) Feat, instead.
But that's just me.
I find myself sometimes having to remind myself that different people play for different reasons. For some people D&D is a tactical war game/MMO and their character's story is thinner than the paper the stats are written on. That it's okay as long as they're having fun and are fun to play with.