I've mechanically limited my players to receiving or spending at most 2 fate points per compel-ing circumstance, due to just this. One of my players originally made a character that was ALL about fighting evil, and wanted 7 fate points every time the group did exactly what it was going to do: go kill the baddie. So I spouted some BS about how I thought the book only allowed me to give up to 2 fate points, and stuck with it. We changed his 5 other aspects to reflect more interesting parts of his character, and discussed how a compel has to be sort of bad for the character.
What I've learned to watch out for is things like "protective warrior" coupled with "i get angry when innocents are threatened", as it can create a kind of free invocation: "hey i want try protect these people, here's a fate point. now give it back because i am angry about it!"
Interestingly enough, one of my characters has the opposite: a desire to strike down evil, plus a desire to protect others. So when these conflict, she could end up paying to ignore a compel (going for the evil dude) to get a compel (protect others). since that's silly, i always compel her to save people first, as that's her high concept. So she has to go against that if she wants to smite the enemy instead.
Sometimes, it works out to her benefit, and she gets two fate points for smiting the enemy to protect the innocent. Often, she gets these (despite it being exactly what the group was going to do, and thus not really a negative to her) because she does so without regard to the situation... she'll slay a demon in front of a kid without really thinking about the consequences. To her credit, she almost always dishes these points right back into smiting the thing.