This is a good thread. In short, yeah. This is one of the biggest kinds of player entitlement I see, and it's something that trad mechanics encourage through their adversarial design; play as "conquering". To take challenges laid before you and "beat" them, rather than the focus being on the story.
I think they do because the *expected scope* of that flexibility *in this particular format of RPG* is too much to manage, and the idea of RPGs rides so much on Absolute Freedom (tm) that if the solution is to either forcibly railroad them or even gently ask the players 'hey can you not do that...'