Each genre of gaming has it's own conceits that have to be learned and mastered to pull off effectively.
The "Adventurer" mindset exists because most people only play "D&D style games". And for GM's that venture into other territories, even *within* the fantasy genre that aren't necessarily "D&D" specific, the conceits that need to be obeyed to pull off the immersive feel intended will run afoul of the "Adventurer" mindset if the GM hasn't spent a little time thinking about it.
Mostly its an experience thing.
"Goals" in TTRPG's tend to be things I don't concern myself with, due to the way I run things (Sandbox). I'm trying to make the setting "feel" the way I intend it to feel, and let the PC's (and the players) experience it as naturally as possible. During my Session 0's I'm laying down the basic assumptions where I convey the "tone" of things, but I don't tell my players how to play. The best way to break the "Adventurer's Mindset" is to simply let it happen and react naturally.
In my fantasy games I'm really big on social contracts of pseudo-medieval society and enforcing them. Adventurers will be barred from going into places fully armed to the teeth, or wearing armor in places where such things are found as "rude" nets them appropriate reactions from the NPC's that care about such things (which is most of them usually). Again it's about understanding the conceits of the setting and its presentation. I find that players will usually learn to toe the line, and hopefully will indulge themselves in it if you give them the opportunity.
One challenge of the Superhero genre is that superheroes are fundamentally re-active, and protect the status quo. They foil the villains plans, they don't work on their own plans. This isn't necessarily bad for gaming, lot's of players like this approach. But you don't have much overall goals besides: become a better hero, protect the innocent/your city.
I have a lot of thoughts on this. I've heard a lot of people say this about Supers and I disagree with it for one significant reason, I've found that most Supers games concern themselves more with the Hero-identity of the character than the civilian side. There is this knee-jerk reaction to react to problems as a hero vs. playing the game where the fullness of the character matters, arguably the civilian side *more* than the costumed hero side.
That's the secret-sauce of running Supers in Sandbox-mode. Peter Parker has school issues, girlfriend problems, work problems, family problems - Spiderman doesn't (generally). The key to making Supers non-reactionary is weaving the civilian identity and what the PC has to *do* actively that creates situations where the player is constantly being tempted to resolve the issues as the Super. I think a lot of supers GM's focus "too much" on the Super's side vs. the civilian side (which gets lost in the shuffle). I've had a LOT of players over the years act reactively - sitting around in their costumes waiting for shit to happen, which is fine, but unless you have some modus-operandi that lets you know what dastardly deeds are afoot, you're gonna wait a long time.
Even Mr. Incredible during his "retirement" listened to the Police Scanner to do clandestine missions. Most passive players don't even do that, expecting the GM to throw things at them while they "wait around" to do Superheroics. I challenge them as civilians to get them moving with "mundane" stuff that breeds adventure hooks for the real shit. It creates creative complexity that adds depth.
This is true of any genre of gaming as long as the GM gives it consideration. A "day in the life" within the setting should give a GM a good feel for where and how they want to present the world. Then dialing in those parts where things can be interesting for the PC's can get tuned up/down as needed to create those sparks of action.
If you have passive players then yeah, you'll have extra work to consider, but that's where you gotta use your NPC's to good effect to nudge them into doing things that may get them interested in possible hooks.
I think the movies tend to focus way to much on personal conflict between villain/hero. You not a "good" superhero if all you do is fight people whom you have a personal vendetta with. Your just a couple of blokes with super-powers who hold grudges against each other causing collateral damage. There needs to be foes you fight just because it's your job/the right thing to do.