That problem can be avoided if GM don't allow to specific qualities which force players te behave in specific manner like mentor spirits, code of honor, specific bias or so on. Many pre-made runs has very specific conditions and sometimes they collide with this bevahiors.
I find the problem is very literally never with those qualities. Inflexible GMs exist as much as inflexible players - perhaps even more so - and absolutely can effect a game. I adore having mentor spirits and code of honor and bias and whatnot. It gives me another level to pull to get and keep player interest.
The main reason players find burning Edge so abhorant is because it represents a loss of permanent capabilities, and one that is increasingly expensive. Nuyen is for the most part somewhat inconsistent between runs, but karma is usually kept the same across players - a 15 karma loss is quite a hard thing to swallow, as that could be several sessions worth of karma. Then you add in that 15 is the LOWEST it can cost - it costs characters with very high Edge even MORE. On top of that it can turn into a downward spiral; you lose that karma, so you spend more to try to balance it back up, but now you're at a net loss of karma, so your character is weaker, so it dies easier... That isn't to say burning karma is BAD; it's more a note on how Shadowrun's engine is built. Specializing is important in the game, but it's also more expensive, and losing points in your specialization is going to hurt
bad.I think in the end some o fShadowrun's rules are built for a more old school D&D style of game; the whole "don't name the character until your level 5" kinda deal. The problem with using that in Shadowrun is that, unlike OD&D, where rolling a new character is very literally rolling three dice six times, making a new Shadowrun character is way, WAY more...let's go with "ornate." On top of that, one of the side effects of having long and detailed chargen is that players get more easily attached to their characters even before letting them lose into the game world. A game with super common death and mayhem can work, but you need a system built around that assumption, and Shadowrun chargen is very much not. You don't want to spend an hour or two making a character, then dying on day one.
The Star Wars comparison is actually a pretty good one, because the entirety of Empire Strikes Back is based on
non-stop failure. The Rebels are hurt bad fleeing Hoth. Luke more or less fails his training with Yoda. Han is betrayed by his good friend Lando and is carbonite'd. Luke fights Vader and gets his hand severed. These are all great points of time where the heroes unequivocally fail - but the failure isn't an instant death, reroll state. In fact, look at Han getting frozen in carbonite and remember what I said about getting back into trouble to save the guy you left behind potentially being even more fun then getting into that original trouble the first time around. The whole Jabba's palace thing may as well be one big in-game run. You've got the infiltrator sneaking in disguised as the pre-game, the gear is surreptitiously hidden where it can be easily accessed, the face goes in and tries to sneak out the goods and gets captured, the mage rolls in to try and smooth things over, then the entire plan goes horribly wrong and it's off to Plan B: Set Guns To Full Auto And Blast Our Way Out.