Something that might not be immediately apparent is that Notoriety is a card that primarily serves to reward early aggression. A typical aggressive runner (like Ken Tenma) is looking to run early and often, maximizing their accesses before servers get really taxing. They can use tools like Account Siphon and Emergency Shutdown to keep the Corp off balance, but ultimately they're under pressure to win before their window closes--they're burning through burst economy resources instead of building them up, so once it's gone it's gone. So as they reach the end of their window, they start getting desperate with their accesses, because if the game comes down to trying to run a server with Caprice, Marcus "End The Run" Batty, and a waiting Nisei counter, they've already lost.
Having Notoriety in your deck is an incredible release valve for that pressure. When you know where your 7th point is coming from, you can afford to play a bit more patiently. You rush to 6, and now you can stop and breathe a little bit. Maybe you pick off some assets to get the corp to invest ICE in remotes, maybe you dig for that last Lucky Find, maybe you just count up what you're going to need and click for credits. Because you know exactly what accesses you need, you don't need to play guessing games. You have your goal of "Accumulate X credits, then run three times in a row", and that's all you need to pay attention to.
A slower runner deck, such as Sunny, Kate, or Geist can run Notoriety, but they really don't need to--they're already working to hitting a critical mass where the corp simply can't keep them out of their scoring servers. They already have the breathing space that Notoriety provides.