There Are No Universal Answers
I don't think anyone is going to give you a quantitative answer on how much you or the player should adapt to each other. The answer is simply too dependent on personal and environment context.
By personal context, I mean things like: How well do you know these folks? How important are they to each other? How important are they to you? How much do you want to run the game? How much does this guy want to play? How likely is he to take other players with him?
By environmental context, I mean things like: How many other players are available in your area? How easy is it to get one new player or a whole group?
I think everyone realizes that running a game for your sister, her significant other, and your two best friends (with the SO as the problem) in a small town where that is the available pool of players is quite different from a game organized at the local gaming shop with a crew you've never met before and who are easily replaceable.
Other factors that make this particular case tough to offer firm guidance on are:
It's just hard to know if the player was having a bad day (in which case effectively removing him from the session is harsh) or if he's one of those guys who is always like this (in which case coming down hard and fast might be appropriate.) That's no one's fault, really, it's just distance.
And by the same token, it is hard to know how that Session Zero really went, since all we have are descriptions of you telling, and no reactions, agreement, or push-back. Although I do note there was also a lot of mention of "guiding" the remaining players through the "plot" that had been "written."
The Bottom Line
At this level of detail, there's just no hard answer. The answer is always the result of an implicit social negotiation of sorts between the GM, the players as a group, and individual players. The correct but basically useless answer is, "You want to compromise as little as possible... just like the players do." But that is useless because of all the contextual factors above.
Indeed, one way (not the only way) of looking at a Session Zero is as a way of making some of those ongoing, implicit negotiations up front and explicit. A question only you and your players can truly answer is this: Was your Session Zero a discussion and negotiation, with this player reneging? Or was it more of an ultimatum?
A Frame Challenging Suggestion
There are, perhaps, ways to get your point across or bring your player around without dropping the hammer and effectively removing them from a session, which are not equivalent to compromising your whole game.
Sometimes a simple out of character, "Hey, what the heck?!" can work wonders. So do incremental in-game punishments combined with stern out-game commentary.