Okay.
There appear to be at least two common perspectives on this issue.
There are those who emphasize that DnD's design is intended to foster team cooperation, therefore all participants ("players") are obliged to design and play game analogs ("characters") that 1) automatically "get along" in the gametime interaction and 2) *will* perform functions on behalf of the party expected of their profession within the adventuring structure of "the party". According to this viewpoint, any player deviating from cooperation should face punitve measures for transgressing these unspoken assumptions if they continue to refuse compliance with these expectations.
The other perspective, while a little unclear, seems to take place within the paradigm of game immersion: if the characters are doing the things they do because they are in fact role-playing, then the upholders of this point are advocating the need for the problem to be addressed during in-game in conversation between the characters, with consequences for things said and done handled along the way.
It just reminds me how differently individual gamers can approach the concept of role-playing.
Seems to me like the problem originating this thread straddled the perspectives, and the subsequent solutions offered bounced back and forth as a consequence.
If the issue is "responsibilities of the player", then the problem is rooted in the expectations being violated, whether knowingly or unknowingly.
If the issue is "the wizard character is being a butthead", then the concern is the characters addressing the problem according to their divergent personalities and preserving party unity.
Solutions should be based on these assumptions. The player of the wizard may have been directing his character according to his preconceptions without realizing its impact on the expectations of others.
My two cents.