Man is there a lot to unpack there. I realize you are replying to hamisphence, not me, but at this point hamisphence needs all help they can get.
D&D is a dynamic game where what happens to your character is meant to be decided through your actions in the game. Approaching it with the mentality that your character is governed by an unchanging high concept, is an user error so severe, it escapes the rule set entirely. It is like choosing to play a strong character, while failing to acknowledge that there are diseases and curses which could make your character temporarily or permanently weak.
This said, Alignment doesn't exist to punish pious clerics. More on this below.
Playing according normal rules, a player cannot decide beforehand everything they want to do, because they do not know everything that can or will happen in the game. If you ever manage to preplay your character to that extent, you are not approaching the game like a normal player, you are approaching it as a robot executing preprogrammed algorithm. Why even play at that point, when you know everything that can happen?
The statement that "Alignment exists to facilitate a trope" (etc.) does not mean that trope is prescribed to happen in every game, for every game. "Negatively impacting group effectiveness" isn't even a consideration at this level; you might as well be worrying about a character dying. It's a possibility, not an eventuality.
So you're assuming the GM won't be able to do the exact thing the rules say is the GM's job? This is the most blatant bad faith argument I've seen yet.
The "stick" of Alignment does not exist to punish pious clerics, nor players who are honestly interested in playing a pious clerics.
It exists for players who want to play through the redemption story. The sort who sees the "stick" and goes "Ooh! Kinky!" and then deliberately trigger the mechanics in an equivalent of screaming "Punish me harder, Daddy!" at the GM.
It exists for player who, during play, find themselves unable or unwilling to continue following their original pledge for their character, as a model of how losing divine favor and switching deities might work in a game.
It exists for players who don't keep track of and stick to tenets of their character's faith, because they only wanted mechanical power, and need the GM to remind them that those mechanical powers came with strings attached in the setting.
Yes, that is what happens when a player succesfully plays a pious cleric. "Narrative resistance" doesn't enter to it. You are just assuming the cleric overcomes all of it. That's not something that can be decided "well in advance" ; even if the cleric never sways from their faith, they might get eaten by grue due to a mistake unrelated to their faith.