I don't think the specific SPT you linked to matters that much. The salient part of this question is, "should I discuss important matters of game tone with brand new players". If your problem is not with the idea of such a discussion, but the particulars of the bankuei SPT, then it is trivial to modify it or even make your own SPT anyway.
Generally, I think an SPT-style discussion will always do more good than harm. Let's say you want to play 10 sessions, each 1 hour long - even with such a modest scope you have already committed 10 hours of your time. What's the big deal about taking 5 minutes to ask "hey guys, are you gonna work together or backstab each other? Do you want freeform, or do you want me to railroad you?"? You will have a meta-discussion anyway, to decide on which system to use, which setting, what times to play at, who will come, whose house you will meet at. "SPT" is just another bulletpoint on that agenda.
Moreover, players will probably spend around an hour doing paperwork to create their character. Glancing at the SPT is not a huge burden as an extension to that.
I can imagine precisely one scenario where SPT is overkill: If you have a player who has never played any tabletop RPG before, has not played a videogame based on a tabletop RPG, has not watched any YouTube series that show the game being played and has not read anything on the internet talking about the game. This is a player that, as far as RPGs are concerned, has been living under a rock their entire life. For a player like this, the first campaign must be sacrificed as a training sandbox anyway before they can get the hang of the game, so any SPT-type discussion is premature.
But to be sure, concepts like playing to win vs. playing for fun (which is arguably the main point of SPT anyway) are very fundamental. Even small children intuitively understand them. To be unable to meaningfully participate in a discussion about such things, you must have never played a game in your life. So, while I'll grant that certainly, there is a point where a player is too unfamiliar for SPT to be relevant, and it becomes a waste of time. But in practice, I seriously doubt you would ever encounter such a player, because that threshold of unfamiliarity is much higher than you would think.
Caveat #1: I say that the SPT is ultimately a net benefit to your group's experience. That's not to say you have to have it - many games have been successfully played without the SPT, after all. Humans have social instincts, and RPGs are usually played with friends or friendly strangers - everyone will naturally try not to be too much of an jerk. SPT is just insurance against them trying, and failing.
Caveat #2: By "SPT", I mean any sort of discussion relating to the concepts in the SPT (such as the one you linked to). Whether you want the discussion to be more or less detailed, what aspects you want to focus on, how you actually conduct it, whether the SPT is verbal or a printed sheet, are all things up to you to decide, and not important for the present matter. Without this caveat, you would end up with pointless solutions like "yes, that SPT is overkill, instead use this abridged SPT" (which unhelpfully sidesteps the issue of whether the goal of SPT is worthwhile in the first place).
"RPGs, yeah I tried playing D&D once, but we had to talk about it for an hour before we started playing."
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