As I interpret it, the purpose of a hook is a big signpost to your players that says “hey the prepared adventure content is over thataway”
If they are down for the social contract they will presumably not be dickholes and interact with it. Of course, it is your job to make it engaging and give them a reason or shut all the alternate pathways off or however you want to do it. But likewise it is kind of their job to interact with the clearly marked “adventure is here” signpost as opposed to implicitly saying “naw fuck what you had prepared I think we would prefer you had to wing it, it’s what my character would do.” Ttrpg environments carry a significant implied social contract on all sides.