I'll second that, Elektrycerze3.
It's not Pavlovian to introduce players to styles of play that are outside of their norm, or even their comfort zone. Sure, it can be done wrong...railroading is generally a pretty bad idea...but any aspect of GMing will fail if executed poorly.
While part of the role of the GM is to make sure everyone is having a good time, that doesn't necessarily mean that if you're running a Black Trenchcoat game, you need to dye your Mohawk Pink because someone at your table wants to bust heads. Nor does "having fun" fall squarely on the GMs shoulders - Roleplaying is collaborative, the players shouldn't simply be sitting down at the table and looking at the GM, waiting to be entertained.
A GM and the players should be discussing the game and the PCs before, during, and after CharGen. The GM should know what the players expect, and the players should be aware of what kind of table they're sitting at.
If the GM lays out his requirements for CharGen and a player ignores them, they do so at their own peril. If I gave a player 500BP and said we're running a team of seasoned veterans, I wouldn't alter the game simply because they chose to bring a street rat with no stats higher than 3 to the table, and likewise, in a Street-level campaign, I wouldn't pull at 180 if a player shows up with a retired DEVGRU Operator character sheet.
Heck, in our current game, I am a player, and I made a high Notoriety character, just for kicks. The GM raised an eyebrow, said "You do realize what you're getting yourself into, right? The Heat will be breathing down your neck, with hot, stinky breath" then let me run with it.
If...okay...when that PC gets into a jam because he's notorious, is it the fault of the GM for not running the game right?
As the kids like to say: "Aw Hells naw!"
-Jn-
Ifriti Sophist