0. There's nothing I can say about talking to the individual out of game and aside that hasn't already been mentioned in the other answers.
The advice given previously is difficult to enact sometimes, but sagely given. I hope you roll a very high Wisdom save to understand its intent, and crit on Charisma to explain your case to the player in question.
In terms specific to your objections to this problem player:
he is the opposite of a murder hobo.
Not being a Murder Hobo is fine; however, being obstinate and refusing to participate isn't table appropriate for D&D.
When faced with a decision or a turning point in the story he will say no to most of the possible outcomes and bring the story to a halt[...]
If the player is asked "what do you want to do next" and the response is "I dunno, Nothing," please follow a suggestion below.
He does this to see how frustrated the DM can get before giving up[...]
Frustrate People is not a game sold by Wizards of the Coast and is not the game famously made by Gary Gygax.
What can I do to either deal with him as PC or can I do anything as a DM to help the story without the mental state of "No I am God you will do what I tell you and that is the story"?
The recommendations below should help, and sorry, but you're the god of gods. You tell the Player's characters what information the gods they know give them, and the enemies the gods they DONT know throw in their way. Good luck.
1. Plot happens to players.
When a hero rests inside a dungeon full of skeletons, I often accost the resting hero before their rest can be completed with the aforementioned skeletons.
This is a lack of planning and understanding on the player's part.
This is also a failure on my part as a GM to explain or demonstrate
clearly that the world moves on without them, and doesn't always
move in their favor.
If a particular player refuses to budge from the starting town and doesn't stop the [X] from taking the [Y], then I highly suggest you bring the [X] to the player fully armed to the teeth with [Y]s and all the spoils therein. The theme of this style would be very close to
"The only thing necessary for the triumph of evil is for good men to do nothing," -Edmund Burke*.
and turns up the respective dials of urgency and necessity. If, perhaps, direct conflict with powered up bosses isn't your favorite, news of nearby towns being taken over, with each new report getting closer, or situations in neighboring villages getting worse (starvation, disease, werewolves, or whatever else the Big Bad Evil Guy is into) can reach the party's ears.
For a more immediate example: The Boss is in the next room, do you want to drop down from the ceiling or go in the front door? If your problem player says "No," Then the boss just comes to the party and they fight there. Bye by, Advantage!
This is the most narrator appropriate suggestion I can make to you; saying the location is "here" should require the least amount of work.
2. Plot can leave players behind
Someone else can become the hero right under the player's noses. I will warn you that this can be a severe kick in the pants and will possibly alienate stubborn players, especially if handled poorly. It should be foreshadowed until it is obvious that other heroes are coming, and that they're willing to do the job. These heroes don't give 'those losers' {the party} the time of day. Drop hints about how their heroes guild is the real deal (plot hook: rivalry). Oh, by the way, they succeed, don't suffer deaths, but do come back bruised and battered - and victorious.
You missed your chance to be the hero.
If the NPC party is successful with just a hand wave this removes a form of agency from the players, but it also forces you into a role where you are narrating what other people do to an encounter the players aren't experiencing, and will rely heavily on your abilities as a storyteller to not become boring cut-scene material.
If you don't want to rely on other heroes entering the picture, the townsfolk themselves can step up and band together. For a bonus tug on the heart-strings, [party size number] teenagers can step up who are under-equipped, over eager, and had an idea that they don't bother sharing with the party. They're probably going to die horribly, but at least they gave it their best shot (and last breath)!
After letting a good portion of the town die - remove their resources, stop giving them convenient local adventure hooks, and offer their characters a chance to settle down to a nice quiet and uneventful life of farming. The town needs rebuilding after all.
3. Split the party
A party with a Lawful Good Paladin, a True Neutral Druid, and a Chaotic Evil Warlock may not see eye-to eye on a great deal of things; however, this often doesn't stop the Paladin from worshiping their deity in private, the Druid from communing with nature, or the Warlock from scheming and daydreaming. Each of these situations are opportunities to introduce new information for their eyes and ears only.
These missions are by invitation only.
To be quite frank, you could give the other party members the mission and let the stubborn player decide to stay back on their own. Combat Ratings can be re-structured, which requires work, but also means you get to play. And the non participant gets to watch.
4. Stoop to his/her level.
Oh No!
"Roll Perception" [Any roll]; "Your shadow is the wrong length."
"Roll Insight" [Any roll]; "The townspeople are looking at you funny."
"Roll a Wisdom Saving throw" [Any roll]; "You are completely right, that didn't happen, and you don't do that"
"Roll an Charisma Saving throw" [Any roll, but the book says it's DC 13]; "You see yourself standing next to the party, from behind"
Narration:
You have been ejected from your body. Attached to your floating spectral body is a silvery cord thicker than your fist. It seems you cannot get further than 10 feet away from your body. As you look up , you can see yourself turn towards your floating body, pretending to rummage through one of your bags. "Ah, there it is. This one is totally mine." Your body stands and smiles at the party, positively beaming with a happiness that is both shocking and pleasing. "Let's go guys! I'll follow your lead," you see yourself say, positively dripping with camaraderie and pleasantness your face has surely never known.
The PC is now being controlled by a (Chaotic Good) ghost and will try to help the players in any way that it can. Give the ghost levels in the original player's class with "reasons" or a custom ethereal magical item, like a "Choker of recovered destiny!" or something.
"There was a ghost here?" he may ask.
"Yup" you may reply.
"Why?" he may ask, while thinking of why this doesn't happen to him.
"You should figure that out," you should reply, confident that you are in charge of the scene.
"There can't be ethereal magic items!" he may say.
"Actually, the 7th level Transmutation spell "Etherealness" lets you spend 8 hours at a time in that realm, and sometimes wizards just get BORED, you know? Anyway, I'm sure he's a nice ghost" you can reply.
(CR4, Monster Manual, Page 147)
Possession (Recharge 6). One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Alternatively, he likes to NOT decide; a True Neutral ghost that is a former farmer in the area. The disruptive PC says they aren't feeling like themselves (True) and they are going to go back to town (True) , and that maybe adventuring just isn't for them after all (True). Congratulations PC, you no longer have to decide! Your body becomes a farmer! No more decisions to make, just crops to grow.
... ugh.
To be fair, you should give him some arbitrary way out or you'll look like the toxic one at the table. I haven't even met this player, but I'm pretty sure I don't like them. Good luck.
*disputed source
These suggestions and reccomendations come from a mixture of personal experience as a player:
-D&D 3.5,
-Spycraft - observing problem PC
-Pathfinder,
-D&D 4th edition - being the problem PC
And as a storyteller/GM:
One session of a Larp as guest Storyteller -PCs don't leave.
D&D 5th edition - PCs avoiding plot
These ideas also come from exposure to D&D media for storytelling (the adventure zone, knights of the night, critical role, etc), some classes on creative writing I took like ten years ago, and other GM/DM advice than can be found on this site.
I've personally seen or done everything as suggested on points 1, 2, and 3 with some regularity to move a story along. I have seen 4 used in a different context, but felt the application could work for your situation.