I think I get what you mean, and that it doesn't seem to come up in a lot of RPGs. Rather the opposite, really, as there are archetypes - like the reluctant hero - that you just can't do if you're trying to play from the headspace of the character, in an RPG that makes you fight for every moment if spotlight time or the stereotypical adventure hooks that straight up want to hire adventurers or pull you in with a treasure map or whatever.. Most of my issue comes down to the possibility for intent or stakes negotiation to slide into what the player wants to happen for story reasons completely outside of what their character is attempting. In some rare cases they might declare an intent that is actually a loss for their character. Basically the danger of player side railroading.
It's all on the GM, and if one does step up with the ordinary people thrust into extraordinary circumstances, it's a coercive beginning, and railroading.