The characters themselves don't seem so problematic to me.
Something to consider is the team discussing why they run as a team, if you are playing as a consistent crew. This doesn't have to contradict anything in each character's backstory, but you guys may need to discuss a more team backstory to explain the disparate goals, styles, etc. This can add more roleplaying and story idea hooks, but also help the team structure their playstyle in a more aligned way with each other, making them perhaps more successful.
As for johnsons. Fixers only connect johnsons with runners on things they think they will be good at. There is no generic style play or run. As if a team is not up for a job, they should not be offered it. Even if they are, the team probably shouldn't take it (risk of failure, hit to reputation, risk of arrest, injury, or loss of life, etc.).
But the kinds of johnsons that would higher a more eccentric team. Well, there are eccentric johnsons with their own odd jobs. Private magical museum galleries. Shut-in tech wiz. Desperate normies with a personal issue that can't involve their corp or the police with who think Shadowrunners are always over the top because that's what they see in the trideos. Gangs/Syndicate johnsons that have their own appreciation for style. Corportate johnsons who need a distraction job or are false flagging where they want a crew that may draw a lot of attention. Etc. Not everything has to be a corp secret ops smash and grab or extraction.
As for the world. Shadowrun is dark and dystopian, but it can also be vibrant and silly. There is a humor underlyling a lot of lore and style that can incorporate a lot of eccentricity. Things have their contexts, and being the wrong kind of silly in the wrong place can be bad, but it doesn't always have to be a deal breaker. People in Shadowrun have seen it all before by this point.