Max, that's entirely in your control. You present the plot, you give them the adventure leads, you are in charge of the setting. You are the one that gives them any reason at all to leave the sandbox. If all the elements of the campaign are within the defined space, the players have no reason to push beyond it if you don't give them a reason.
And this takes nothing away from the players. All you have to do is tell your PCs that 'this is a sandbox campaign set 'x' subsector'. For example, 'The Traveller Adventure' campaign has all sorts of influences from outside Aramis subsector, but never requires the PCs to leave that subsector.