If you have ever played Baldur's Gate 2: Throne of Bhaal, there is a really horrible example of this trope.
I played it so long ago I don't remember anything about, but feel free to tell me lol!
Talking of CRPGs, in Dragon Age 2, there's a point with a companion NPC where they basically say "Oh I want to go gather these materials... for no real reason... it'd be fun, you'll help, right?" and to a lot of people the NPC's behaviour, suddenly solicitous when they're normally pushy, and the particular materials they want are obviously ultra-suspicious, like I immediately (correctly) assumed they were building a bomb. But the only options there are "just go along mindlessly and help" or "refuse to help, make it personal with them instead of explaining why, but also just shrug and forget about this incredibly suspect stuff". You can't say "I know you're building a bomb", you can't decide to investigate them or follow them, you can't try to stop them, you can't report them to the authorities, and so on. Obviously TT RPGs tend not to quite have this issue, but I've certainly come across places where similarly wild assumptions were made, like that PCs would just not investigate something.
I've seen the other direction too, of course, where some incredibly tiny, tenuous "clue" is supposed to spur an entire giant investigation, otherwise like only 1/3rd of the adventure happens. I don't know which one, but there was an early Shadowrun adventure like this. The clue was something you'd have to be kind of a lore expert to even see as a clue (and no checks were associated with it), and even if you knew it was a clue, knowing what to do in order to follow up on it kind of required you to know about a bunch of setting stuff you might not. Another SR adventure tried really hard to create a situation where we faced off with a "big bad" and it was going to be a three-way fight with some other baddies, but there was no possible outcome that resulted in the PCs gaining money, goods, reputation, or really anything, so it's like, what's our motivation, we just want to fight a terrifying monster and some other baddies because why? They didn't even really have loot. The PCs just got back in the car, drove off and left them to it. The adventure's conclusion just blithely assumed the PCs would stay and fight for zero gain, not even protecting innocents (what the heck kind of shadowrunner does that!).