Alternity specifically limits the degree to which muscles can be augmented with cybernetics by specifying required secondary cybersystems that need to be installed first. Want to get a single point of extra strength? You need a nanocomp installed to manage the synthetic myomer. 2 points? Need a nanocomp and you better have endo or exo skeleton to mount those hyperstrong muscle fibers. 3 points? Nanocomp, exo/endoskeleton, AND your limbs better be fully cyberized, because your poor meat self is going to pull itself apart otherwise.
The Traveller system has a detailed set of rules about psychicteleportation, its energy limits, and how 'porting to different altitudes and different areas of planetary rotation can produce fever or hypothermia, depending on whether the jumper is gaining or losing energy.
GURPSnotes the need for various secondary powers. In some cases the secondary powers are implicit in the ability and their lack has to be added through disadvantages and limitations, other times explanations about what is realistic and what isn't are given (along with ways to justify getting around them) and finally the designers point out that justifying powers isn't in the spirit of some genres.
Notably in GURPS Supers, there is a Costume advantage, which must be purchased if you want your costume to automatically work with your powers. It isn't technically "required", but they note that many super powers would leave the user naked without it.
In Aberrant, Novas are generally assumed to have these unless explicitly stated. The in-game explanation is that they subconsciously develop these additional effects alongside because they believe powers should work in certain ways. For instance, a mega-strong Nova trying to lift an oil tanker believes the tanker should be lifted intact, and subconsciously wraps a "quantum field" around it to keep it intact. The same field is nowhere present when he smashes through a wall.
A fairly common form Aberrations can take is the loss of RS Ps. Alternatively, a few upgrades give you RS Ps, for a certain value of "required".
In both games, vampire characters can gain an ability called "Auspex", which at its lowest level grants heightened senses. Unfortunately, while the vampire in question is using the heightened senses, they can very easily be overwhelmed by all of the stimuli.
The two games also have Celerity, which is super speed and it's stated that no matter how fast a vampire moves, he'll never catch fire and so on. So, basically A Vampire Does It. They actually say this, very clearly. Celerity is a supernatural power. It doesn't make you faster by enhancing your reflexes or something, it actually is a magical manipulation of space and time.
Likewise, use of the "Obfuscate" discipline functions more as a mind trick rather than true invisibility, so there's no need to worry about the Vampire being unable to see.
The "Lure of the Flames" path of the "Thamaturgy" power gives the vampires who have it a limited immunity to fire in that they cannot be harmed by the fires that they themselves have conjured as long as that fire is still in their hands. As soon as they let it go, however, it can burn them just as easily as anyone else.
In the spanish parody of The World of Darkness, Fampiro (Fanpire), one of the powers avaiable to the "Fampires" is Super Speed, which damages the user due to friction. But this is the only power with any drawback, since the power of super-strength doesn't damage you if you don't have the power of super-resistance, nor will the body-manipulation power damage or kill you if you miss ("Don't touch that heart too much").
In Mage: The Ascension it's explicitly stated that any Mage using Forces to bend light in order to make themself invisible cannot see using normal vision and needs to actively use secondary spells in order to see. Fortunately, most Mages will have other options available, including but not limited to using Forces to see infra-red, sensing the Matter around them (although they'd still be liable to walk into a tree), or using Mind magic to see through another person's eyes. Or use Correspondence 1 and just cast their senses around them.
Magic: The Gathering's "wish" cycle shows several people wishing for skills, items, or powers from Djinn, with the flavor text noting that they neglected to wish for abilities that would let them properly utilize those things.
Golden Wish:She wished for nobility, but not for a nation to honor it.
Cunning Wish:He wished for knowledge, but not for the will to apply it.
Death Wish:He wished for power, but not for the longevity to abuse it.
Burning Wish:She wished for a weapon, but not for the skill to wield it.
Living Wish:He wished for growth, but not for a way to control it.
In Scion, the most basic power available from any given Purview is usually the required secondary power needed for the rest of the powers to either work as intended or work as intended without killing the user. For example, the first dot in Fire and Frost makes the user immune to heat and cold, the first dot in Water lets the user breathe underwater, the first dot in Sky makes the user immune to falling damage, and the first dot in Death lets the user see and interact with ghosts.
The books actually lampshade and handwave it with Epic Attributes, which allow supernatural and divine beings to be super-strong, super-fast, super-resilient etc. Due to the way the Scion universe works, and due to the fact that all supernatural beings are bound by Fate, which represents (to a point) the collective subconscious of humanity, beings with Epic Attributes physically act not like they scientifically should, but how the common person thinks they should. The common person doesn't know that it's impossible to lift a bus without breaking it no matter how strong you are- so a demigod with Epic Strength can do that.
Scions can even turn this on and off at will. Normally, Epic Dexterity-granted Super Speed has no issues with sonic booms or friction - but if a Scion wants to run down the street, shatter every window present with their sonic cone, and then use the broken glass to cut Titanspawn to ribbons, well, make an attack roll.
Part of the reason Warhammer 40,000 contains such nightmarish procedures to convert a normal human into a Space Marine is due to attempts to provide them with Required Secondary Powers. In order for a Space Marine to move their Power Armor as swiftly and instinctually as their own body a plastic film fitted with neural sensors and interface points is inserted under their skin, to allow them to interface with it directly. In order to prevent their bones from snapping due to the immense forces created by the Power Armor's servomotors they are reinforced with various chemicals, such as ceramics. In order to provide the chemicals necessary their organs are modified so that the Space Marine can digest concrete and metal. And so on and so forth.
This is a debatable point. It is true that Space Marines need to be modified in order to use their power armor, but unlike some settings, there is power armor available for normal humans. It's difficult to say whether Space Marines are modified to use their equipment or their equipment is specced for the modifications made to Space Marines. Almost every piece of equipment they use has a variant that can be used by normal humans.
It can be argued that the augmentation is a required *tertiary* power, since without both the natural strength boost in conjunction with the power-armor's strength boost, they would be unable to carry and fire the unreasonably large guns they are issued. Man-portable Las-cannons and Multi-meltas, weapons that weigh 40+ kilos and are usually crew served or vehicle mounted weapons are carried around by Marines and fired from the shoulder.
Sisters of Battle, who are just regular women without any kind of super-strength, are able to carry around multi-meltas and heavy bolters with their power armor. It's worth nothing though that the model of Sisters carrying theses heavy weapons seems to have their left arm (which, given their pose, is the one doing most of the lift) reinforced by something that looks pretty much like hydraulic cylinder.
At least half of the powers of the implants (instantly sealing wounds, ability to withstand Explosive Decompression, super-dense bones and auto-hypnotic Suspended Animation among them) are there to ensure the survival of the Marine when all of the Power Armour and other defenses fail. Because they take that much effort to create that their creators wanted to ensure anything short of an anti-tank round wouldn't stop them.
Scrouges are winged Dark Eldar. To become one first requires a bone hollowing surgery to help them become light enough to fly. A very, very, VERY painful surgery.
Human psykers, on the other hand, lack the secondary powers to contain their own abilities. The Imperium is able to mitigate it with extensive implants, but only to an extent. Any human psyker possessing Beta-level or higher powers is thus insane and very likely to call down Perils of the Warp. Averted with the Eldar, who do have the technology to safely employ psyker abilities.
Anyone who wants to master chaos and become a Daemon Prince must have the willpower to do so. It's explicitly stated that Chaos will grant you any power regardless of your standing, but if you do not have the willpower to control it, the gifts will consume you and turn you into a writhing mass of flesh and sinew.
Wild Talents Second Edition's One-Roll Talent Generator table gives a character with any level of Flight above the minimum Light Armor, "'cause honestly, at around 500 mph, you're going to need to worry about skin abrasion if not an air supply."
In Shadowrun super-strength cybernetic replacement limbs are specifically noted not to have these — a recipient trying to lift a car is in danger of ripping his prosthetic limbs off instead.
In Rifts there's a class known as the Titan Juicer, chemically-enhanced humans who are much larger and stronger than is otherwise possible for a human. The class specifically mentions that the bones are made stronger so as to handle the increased weight and strength. Their punches are also so powerful they have to wear special gloves so that they don't break their hands when they take a swing at something.
Teleport in D&D 3.5 has some notable limitations, such as you need to have some idea where you're going (or risk ending up in a wall) and being limited to 100 miles. Greater Teleport, on the other hand, can take you anywhere within the same plane of existence.
The fact that it's just walls you're worried about shows that you have the much more impressive secondary power of getting the height right. You should have a 50% chance of being buried alive, a 49% chance of falling to your death, and a 1% chance of surviving.