I think that the interview process needs to go both ways. Part of your job in the interview process is to state, quite clearly, the sorts of things you are *not* looking for, and find out the sort of thing that the player *is* looking for.
Just be honest, and state it plainly for them.
Different players have different ideas as to what constitutes a good game, and good gaming. I know people who, while they are perfectly nice people, I would *hate* to game with. Conversely, the style of game I enjoy wouldn't entertain everybody, either. The trick is figuring out who best fits without necessarily having to endure the embarassment of gaming together first!
To some people gaming is an exercise in powergaming and rules mastery, and they want to showcase their talents. To some people gaming is an exercise in acting and drama, and they want to show off those abilities. Some people want endless combat with blood and gore, some people want endless flowing treasure, and some people want endless dramatic dialogue. Some GMs want to show off their world-building skills, some are control freaks, etc. Both players and GMs need to figure out what kind of game they're trying to build.
If you tell people what you are *not* looking for, and the sorts of things that would go against the grain for you, then you'll probably have more success in your screening process. Tell them what you're trying to provide, and tell them the sort of moment that you're trying to create.
And ask them what they *are* looking for, too. Have them tell you a memorable gaming experience, the sort of event that they're looking to replicate in the future. You can learn an awful lot about the sorts of game somebody will provide when you find out the sort of game they're internally pushing for.
Having both parties learn this information about the other ahead of time saves a lot of grief later on.