I assume that you mean a character whose every action is controlled by the player (e.g. the style commonly seen in everything from FPS, platforming, action-adventure, etc). This is in contrast to characters in say, an RTS game, where something like GOAP may be completely appropriate.
Planning systems are commonly bundled with a goal-selection system (e.g. agents ask "What is my most important priority?"), which typically boils down to goals individually emitting real-valued "activation levels" and the system planning to achieve the goal with the highest activation level.
This makes it particularly difficult to apply to player-controlled characters. When you press the left key, for instance, you want him to move left now, rather than having the "move left" goal's activation level increase in value, hoping that is beats out whatever the currently active goal is, and then having the planner eventually find a sequence of actions that will lead to moving left.
At some point, all of your planning systems have to resolve to something that "does the right thing" (see the famous paper: http://people.csail.mit.edu/brooks/papers/Planning%20is%20Just.pdf). In the case of player controls, you always want to do the right thing, which makes planning seem inappropriate.