@EzekielRaiden: The important thing is what this does to table dynamics, not the impact it has mechanically on the game.
I have seen a lot what I think you are talking about where some players, usually playing in pawn stance, whose whole approach to the game is "win by whatever means necessary" and who think that there is no cost in having a reputation as murder hobos and liars, play PC's that lie, cheat, steal, murder, and whatever to get what they want, but who have on their character sheet something like Neutral Good. And if the DM calls them out they are like, "Hey, none of this is evil because I'm playing for team good. See I'm wearing the white hat." And all that leads to is a table argument about what it means to be good and a lot of sophistry and sometimes hurt feelings.
Disingenuous players will always be a problem.
But, the bribe settles the question every time. Because players that are really trying to play their character aren't motivated to get ahead by any means necessary, so they like turn down the bribe (and generally aren't a problem anyway, because they are being thoughtful about "is this right?" and "is this what my character would do?"). But, if the real motivation is to get ahead, once they realize they can get ahead with something else written on their character sheet, once "Lawful Good" doesn't feel like the winning selection on alignment and is just part of their "win at all costs strategy" they take the bribe and put something on their character sheet that is actually reflective of their attitude - "advance my own cause at all costs". If you are playing your character like a lie is always the safer, better, thing than telling the truth, and as if killing all the prisoners is always the safer, better thing, then don't try to tell me you think good is stronger and better than evil. It's annoying. This approach reliably gets us on the same page without argument.
I guess I just see a pretty substantial problem there because, as a result of this, you'll
literally never see players decide to change teams the other way.
The only people who will change are the ones who are disingenuous jerks. There will never be a reward for switching to a different path, nor will there be anything but punishment if they stick to the path they initially wrote.
I aspire to what I consider a higher standard, where it is possible for people to change
toward good, not just away from it, because they are given a reason to see it as worthwhile. People don't do things they don't think are worthwhile. That doesn't mean the reward needs to be pecuniary or materialistic, but it does need to be
rewarding, in SOME way, or else there's literally no point.
People can change. I'd like to see people change toward good, especially if they never expected to do that.
UPDATE: The other thing I find I have to repeatedly deal with as a DM, is players trained by a DM with a "The GM is Satan" mindset who always go out of their way to punish any good deed and use fiat to just ruthless punish any act of mercy or honor. Paroled prisoners always try to avenge themselves no matter how overmatched they were the first time. Everyone lies to the party and betrays them at the first opportunity. Trust is always punished. Any act of honor is treated as foolish disregard of ones own interest. The universe always conspires to punish the good like that twisted version of a morality tale by Mark Twain. It's really hard to get players out of that mindset if they are used to that sort of adversarial GMing.
Oh, yes, this is
one hundred million percent an extremely serious problem in TTRPGs. I've railed against this many, many times on this site. It's genuinely pleasing to hear someone else making the same points! The phrase I've usually used for this is "Mercy is a sucker's game."
The frustrating thing is, most of the GMs who do this...like they're really really mistaken and often kinda willfully blind, but they at least are aiming at a reasonable motivation: actions have consequences, your choices matter, being a good person is not a cakewalk, etc. The
problem is that they exaggerate this to such a ludicrous extent that it transforms into something else entirely: consequences are
always harmful (so you'd better make sure there are no survivors who could bring those consequences to bear on you), your choices
will always matter harmfully (so get what you can NOW because you'll pay for it either way), being a good person is
actively stupid (so the only people who act/appear good are fools or liars--decide whether you want to be foolish, dishonest, or evil).
And yet so, so many of these GMs, ironically, don't apply their own logic to themselves. They don't see how
their actions have consequences. They don't see how
their choices matter. They don't realize that being a good GM is not a cakewalk. And then they complain when their players simply mirror back to them what they've been taught.