I'm not entirely sure that this will translate unambiguously into the conversation at hand, and the main purpose of the thread, but once when playing Space: 1889[1] a fellow player took the pictures in the source material regarding his character type (Anarchist) to heart. To whit he just threw explosive devices at everybody/everything he could. (And, of course, only so long as he had explosive supplies at hand.) A better player[3] would have been insidious and sneaky and wheedled their way into the Establishment so as to then subtly cause chaos.
Similarly, when I first tried D&D, I was attracted to the idea of being a Paladin. But I was discouraged from this idea by being told how difficult it was to do anything as a Paladin without some experience behind one's metagaming to in-character justify being able to attack and kill the various random XP-fodder monsters necessary to progress. But I later saw Paladins played so well that one of them could even justify the killing of a fellow group-member of long standing (it was expeditious to do so, but not strictly within the remit of the attentions of a supposedly extremely-lawful/extremely-good character).
There's wiggle room in such systems. And perspective. And the needs of Narrativium are also a prime influence, especially upon NPCs where the GM is more DM Of The Rings than Darths And Droids in nature... And I see Toady as the ultimate GM (or getting there, at least[4]), albeit by proxy.
[1] Steampunk RPG, essentially, for those that don't know it. Set in a mock-Victorian universe with HG Wells tech and more... But societally, and stylistically, the caricaturisation was very much Victorian. IN SPACE![2]
[2] Well, it included 'Perelandra'-esque interplanatary empire-building and exploration... You could stay earhbound (or hop onto Nemo-esque submarines) according to the particular campaign plot/derail you were into...
[3] Not me, I was often an engineer/inventor in that genre of game. Once was even a "Scott Montgomery", with my own liftwood spaceship, invented 'space torpedoes' for it, had speaking tube arrangements that you'd make a rather particular whistle down to attract attention of the rest of the crew.
[4] And he's already making his worlds obey one of the number one rules for both screenwriting and proper RPG campaigning: Always know what your characters are doing when they're not on the screen (interacting with the PCs).