Ahh, the deal-breaker moments of videogaming. I can think of a few.
Vampire: The masquerade: Redemption. I can appreciate that an arrow set for flaming is not quite standard issue, what with the need for oily cloth and whatnot. The deal-breaker here was that, in the medieval period, to fire a regular arrow, you needed a bow. To launch a fire arrow... you needed a "flaming bow". I can only presume this had special asbestos grip.
Inventory systems... ok, adventure-gamer's pockets is an old and established tradition going back to the days of Sierra On-line. How about the modern RPG pockets, wherein it's quite acceptable to carry 99 blue gems in a single space... but a red, a blue, and a green gem? That's 3 separate slots!
I recently made the mistake of picking up Darkwatch. Let's see, a secret organization that uses trains with their logo in polished steel on the doors. And, of course, a "morality" system where not only are the choices binary, the prose for the choice is prefaced with "Good:" and "Evil:". Just in case you were unclear on the social ramifications of swallowing souls.
Hit point systems: Ever considered the deeper ramifications of the healing potions? I mean, you could practically mark out on the bottle what the recommended dosage would be for a 12th level warrior with two hits from a frost giant versus a mage bitten in the groin by a goblin.
For that matter, I'm thoroughly sick of games having an XP and level system. I've never in my life seen anybody "level up" and suddenly have a few more hitpoints, and hit harder. It gets quite hilarious when they're VERY close to the threshold and shoot, say, a squirrel. And level up. Because, after all, nothing screams "Hero" like absorbing local wildlife for additional power.
A very common action/rpg trope is the total lack of anything resembling self-preservation in the enemy. The guards that "swarm" you about five at a time. And then another wave. And another. And you've littered a building with a hundred dead... an action that outside of the context of a game, would be the stuff of legends. And you reach the boss's chamber. And even the butler attacks you eagerly. Enthusiastic cries of "Get him!" echo in the chamber. Not once is there an ashen-faced man saying "Please... I have a family. Go on by if you must. Just let me go."
But there's never calm in the face of danger. No acknowledgement of the sheer mass of dead you leave in your wake. The NPC exists in a state of violence, walking around, or, if unarmed, then abject cowardice.
Other fun tropes, the utter inability of most characters to climb a rock that I, an overweight man, could scale freehand. They can jump 18 feet straight up, but if the rock is 19.5 feet tall, it's an implausible obstacle. Or maybe it's a solid fence with gaps you could fire sheep through, but the dexterity involved in going through an opening that's not at floor level is just too much for your mighty warrior.
Or the trivial task quest of most RPGs. Some large NPC who never does anything asks you to run a small errand. Nothing very heroic, just an arbitrary number of body parts from the local wildlife. Or delivering a letter. I especially enjoy that one in an MMO with a fully functional mail system.
Of course, it's also fun in a GTA game to realize that if you commit suicide, the hospital respawn will clear out your wanted level just as well as getting busted, but also leaves you closer to where you want to go.
Ever have a cutscene stop an attacking foe?
How about in Hitman where running triggered suspicion... but walking calmly for the exit while the guards rush to the boss's room to find your handiwork... that's fine?
One of my favorite issues with Half-life was that the pistol did twice the damage of the assault rifle, with the same ammunition. Or how you could find the spots where AI wouldn't trigger, but you could see an elbow... and shoot someone to death without them ever approaching to see what was killing them.
Of course, most hit point systems don't have anybody ever get weaker when they're near death. I mean, personally, if you broke both my arms and beat me with a sock of nickels for 15 minutes... I really doubt I could wield a shotgun accurately enough to hit a gazebo. Let alone jump over a barricade, headshot my pursuers, and crawl for a medkit. Last game I played to bother with any feature of the sort was Cthulhu. Which would have been a pretty decent game, but you could only move at a pretty slow speed, and the quality of your ending was inspired by Samus Aran. A horror game that expected the player to RACE through.
Scarface, simple problem. The terrain was a bit harsher than your average GTA. Normally, there's a mix of things. Stuff that the game ignores, like shrubs. Stuff that is a collision but not an important one, like a stopsign. And stuff that's an absolute barrier like a building or tree, and any collision will cause your car to bounce or flip or something. In scarface, nearly everything was in the 3rd category, and you could, mid race, ram a mailbox and be stopped cold.
I'm sure if I spend another hour or so I'll come up with some more good examples. But I've blown enough of my life this way for one evening. Someone else's turn!