Is it possible for a party to take certain actions that makes it very difficult for the Dungeon Master to properly run his / her campaign afterwards?
Oh that is always a issue. I remember a dungeon master that had a specific campaign for us but we stayed in town and caused a serious ruckus and got thrown into jail for a while due to all that we did. Nothing like burning down a few tavern and half the city.
Of course! All it takes is one player who gets too bored or wants to disrupt the game to ‘turn evil’ and sabotage. Or the players make terrible choices that destroy something essential to the plot. Then its time for Dungeon Master to step in hard and drag it back on track, or choose a new plot.
I'm surprised this even needs to be asked. Of course the answer is yes. There are thousands of ways a campaign can be derailed. The questions involved are how much effort will it take to get back on course, can it be done without that course correction being overtly felt, and is it worth the effort.
This last is particularly important to consider. As frustrating as it can be for major plot material to simply be bypassed because your players decided to run off and be pirates for a while, no Dungeon Master should be afraid to shift directions, and focus on what caught their players' attention for at least a while.
I see it differently, yes players can TRY to do this but a smart Dungeon Master will have blocks for that or rather consequences for being a jerk while playing. This makes sure characters that want to take this angle get stomped on fast.