Plot happens - deal with it
That's what you need to tell your players. Yes, the Ogre is guarding the magic sword needed to kill the dragon... oh you're going to leave and do something else... that's cool.
As I indicated in the 1st post, I've seen this behavior almost every time I've sat down at an RPG, regardless of which side of the GM screen I'm on; they're not just my players. Telling folks "Plot happens - deal with it" reads, from here, as the same fundamental answer as "stop doing that, Bob", and to reference the 1st post again, I don't see that as actually addressing the root of the problem. Players expressing this concern in-game are doing so from a position of dissatisfaction, as far as I can tell. Telling them to 'suck it up' isn't fixing the problem, regardless of how diplomatically you say it.
The root cause is beyond you. Literally.
A lot of GMs treat the Plot as an excuse to tell their story to the players, who basically wind up feeling like they're just actors in someone's script. The natural overreaction is the punish the GM by fleeing any and all plot and basically doing anything that can't be reasonably expected just to have some freedom of action.
This is compounded by a legacy of games where:
-GM-Player relationship is adversarial. A significant number of older games treat it as a contest between Player and GM, within rules. An example is the original Tomb of Horrors.
-Game plots are equated to theater or book plots(they are not, they only share elements), and the critical part is that game plots are a confluence of actor and environment, following book plots make it linear.
WoD players know this well, oWoD has a bad case of Powerful NPCs doing all kinds of cool things and the PCs are supposed to be the audience, hooks in your backstory are abused to cause misery to the character. The backlash is the Trenchcoat-Katana-Orphan-Loner, a combat powerful character that has no possible attachment to plot, and thus cannot be exploited.
You can't solve this by changing your GMing. Your most feasible option is to talk it through with them, work out why they are avoiding Interesting Things so badly. The second option is to cave and offer them endless rolled encounters.