I had to do some thinking, but I suppose I've been in groups that spanned the entire spectrum, but they were pretty similarly clustered in certain systems. In any game that I've run, and I've run a lot, I made sure that all the players understood the sort of environment going in, and that it fit with the setting. Cyberpunk 2020 (not to mention the overall genre) is pretty much made for individualistic play, and thus those games I ran featured situations where sometimes the entire party of PCs wasn't always on the same page, but all the players sure were - they pursued their own agendas as much as they could within the framework of the world provided, and sometimes that involved some PCs winning and others losing, though I tried to avoid forcing conflict between PCs, so that it would occur organically.
Call of Cthulhu games were a mixed bag, but again, something that all the players expected, both with characters that wanted to learn more about the Mythos at the expense of their own sanity and the other party members, and those who strove to protect not just themselves and the civilians around them, but even the crazy PCs from their own curiosity, which made it particularly Lovecraftian at times. Sure, we had the occasional 'I don't have to outrun the shoggoth, I just have to outrun you' moments, but again, it was expected and thematically appropriate, and no one got their feelings hurt if their PC didn't make it out alive, because everyone was having too much fun.
The World of Darkness, especially Vampire, while not promoting the sort of base violence that cyberpunk games might cause (though Werewolf sure did), just oozed all sorts of political intrigue at every turn. Everyone knew that it was a power struggle, and what was most amusing is that the Camarilla (the more human-centric Vampires) groups that I ran backstabbed each other far more than the Sabbat (who revel in their inhumanity) groups because the former just weren't as upfront and honest as the latter! When you know your entire party are fellow, unapologetic carnivorous sociopaths, it actually introduces some refreshing clarity to the mix. We had some truly epic betrayals, reversals of fortune and surprises for players and Storytellers alike.
It was in the fantasy games (D&D mostly) that we tended towards pure collectivist play, both in the games I ran and played in, which is largely once again due to the expectations of most players and the system itself. Sure, you could do evil (and we had a touch of that from time to time), but the alignment system, especially in 2e and 3e, was such that they really didn't want good and evil characters to mix well at all, at least not long term. Plus, the guys in the books you're supposed to kill (i.e. all the monsters in the monster manuals) were mostly evil or neutral, and all the guys you're supposed to help or get helped by are some flavor of good. This creates a lens through which to view the entire system, and thus you really had to do some proper homework if you wanted a believable and fun game of D&D that involved real conflict.
I think the problems arise when you have a mixture of players at the table that don't all want the same thing, or a DM who thinks that -player conflict- is okay. You can pretend all you want that most people would shrug off having their PC killed by the guy sitting next to them, but unless he knew going in that it was a real possibility then it can lead to people not having any fun, and if people aren't having fun playing a game, you're doing it wrong.