I think of win conditions in netrunner as the general strategy that your deck enables you to employ to get to your victory. Some quick examples:
FTT Val pressure every central server with Mining Accident + RNG key + Omar such that the corp needs to invest a significant amount of resources stopping them from getting tempo positive accesses. It uses stimhack to attack the remote, which is hopefully weaker because of all the attention being applied to centrals.
Pirate Hayley establishes a tempo positive breaker suite and aims for reasonably fast setup time. It can do remote camping but also makes significant value out of DDM runs to force the corporation to not devote too much time to its remote, or to win despite it.
Palana Glacier uses spiky ice, rush, and marcus batty to try and quickly establish a remote to jam a nisei Mk2 into and get scored as soon as possible. With Marcus Batty and Nisei Mk2 it has plans to force you through a remote multiple times to steal an agenda, and aims to tax you out of being able to repeatedly do this.
Argus uses gear check ice to force the runner to find their breakers at an unreasonably fast rate, and follows up with Econ warfare into HHN to make the runner vulnerable if they sacrifice their economy for finding the breakers.