These are what we call the 'YMMV items.' Things that some people find in this work. We call them 'your mileage might vary' because not everyone sees these things in the same way. This starts discussions in the trope lists, a thing we don't want. Please use the discussion page if you'd like to discuss any of these items.
Broken Base: There are quite a lot of "fans" of GURPS who buy every book the series produces... except the actual rulebooks for the game itself. The attitude among these people is that while GURPS has some of the best source, setting, and background material around, the actual rule system (in the word of one reviewer) "stinks from the head like yesterday's cod". They mine the source material for useable stuff, then apply it all to a different rule system (usually Dungeons & Dragons, Traveler or Champions.
Game Breaker: For the most part, GURPS seems content to leave the game breakers in, but charge out the nose for them.
Specifically Cursed means the GM gets to do anything he wants to your character for any reason at any time.
Destiny is a bit more complex. GM abuse stems from the notion that you don't control how your Destiny (positive or negative) is fulfilled, the GM does. Exact Words can bite you bad if you try to become invincible by taking a seemingly impossible Destiny that involves your death.
Easy to Kill is more likely to act as a subversion to this trope; it sounds nasty, but it's really just a simple penalty to a rarely-seen HT roll, and this trait is a major part of an infamous game breaker. note Raising Health costs 10 points, reducing the speed bonus from this is -5, reducing the energy bonus is -3, reducing the roll to survive death at negative HP is -2; taking all these at once, HT rolls to resist poisons or disease and all skills based on HT go up a level at a net cost of 0 points.