I mean, as a storyteller, if you're running a plot and literally no one is picking up what you're running with and there's no progress, sure, you can just continue the plot on to its conclusion and kill everyone...
Or you can come up with a new plot and ditch that one because obviously people aren't having fun with it.
ETA: This is not about the consequences of failure (I believe in them) or just letting people succeed. This is about knowing your audience, and not punishing people for not engaging with something they aren't interested in. Just because you CAN force it as a storyteller doesn't mean you should. If you can't get any bites on your story, then that's a you problem (general you), not your players.
If you get some but not many bites, then shift the scope, adapt, and run it for the people that are interested. It is completely possible to run a game and have major global sweeping plotlines happen without forcing an individual to directly engage in it via consequence.