As a creative, you're constantly brushing shoulders with those that make decisions that sit apart from the design process. It could be that developer that's better at giving you absolute no's than he is hopeful yes's. Maybe it's that "creative" director with zero actual design experience that can only think in big ideas and bafflingly ambiguous concepts with little to no plan of execution. It might even be that client of yours whose last brush with "designers" was with a high schooler he paid to setup a MySpace page for his business. Your tolerance for feedback will only go so far. At some point, you're liable to get bent out of shape by the unyielding tedium of the creative feedback loop.
Phil from creative services says it needs more detail. Joan from accounting says it needs more "pop". The CEO's cousin's dog sitter says she knows a guy who knows a guy who can do this work for half the price.
Let's just call it like it is: It can suck.
When we're run to end of our rope, it can be easy to feel like we're being backed in a corner and forced to regurgitate iteration after iteration, with little regard for our own personal wellbeing—much less our professional prescription. At this point, we might do what any species backed into the proverbial corner might do: show our teeth.
I've seen designers sell bad ideas by a slew belligerent mental assaults on clients; pulling out every buzz word in their arsenal to leave the client feeling ill-equipped and altogether lost to rebuttal. I've seen clients wear down their agencies of record by that same poison—insisting in an altogether directionless fashion that they don't know what the "right" work is, but that it doesn't look like this. Whatever the point of origin, the goal remains the same: Wear down the opponent by shear force of will. More importantly, it pits two camps against one another in opposition, rather than collaboration.
Only you know when you're feeling so defeated that you'll take any win you can get; fighting for a design that you know should have been in the drafts pile a long time because you don't want to start from ground zero. But winning an argument for a bad design because you don't want to endure the legwork doesn't make your shoddy product a success, it means you won an argument. That's about it.
Be aware when you're making decisions because you want more fodder for your own portfolio than you want success for your client's product. If a project is going a direction you don't personally care for, make yourself aware of it. Figure out if your opposition is based on your own personal preference for what you'd like to see gracing your own "Recent Work" section or if you're really thinking about what's best for the product you've been hired to work on. Believe you me, these won't always be the same thing.
You could find yourself in a situation where you're working on a concept that wasn't your first choice. Spending the energy on giving it your all doesn't make you a "sell-out", it makes you an advocate for design working for your client.
So fight the good fight, absolutely. Be a champion for good design. But more importantly, champion functional, contextually effective design.
Know when you're fighting for the right decision and when you're fighting just be right .