In GTA 3 you start out on an developed island that is part of a city, with a huge bridge, port, and an underground freeway tunnel linking it to the rest of the city, but none of them can be used to get off of the island, until and unless your character fulfills a certain mission for the crime boss, which is only offered after completing certain other missions. This can go one for days, weeks, or months of game time, with no apparent effect on the city. Once you have done that, you get to ride a small boat to the rest of the city, which can never be taken in other circumstances, but once you take it, both the bridge and the freeway tunnel are repaired in the same instant. Yep.
In games where you can eat, games often make it so your character must eat with silly frequency, or else collapse and die.
FPS games where the hero can carry eight types of large gun and vast supplies of ammo, grenades, and rockets, and also run constantly without getting tired, hop six feet in the air repeatedly (which is somehow a better thing to do than lying down and taking cover the way actual soldiers do), swim underwater, get shot multiple times without slowing down, etc.
Magic healing abilities and other power-ups that are sometimes lying around like all the spare weapons, ammo, which only the good guy can use.
Game worlds where enemies are just hanging around in one place waiting for the hero, so they can attack him on sight and fight to the death, or until he runs back out of their “aggro range”, and who never raise the alarm, gang up or search for the raiding heroes. No, they’re just there to make the game take time to complete, without posing any real risk, neatly arranged in order of escalating strength to pose slightly increasing resistance to the player character as he increases in strength.
Animals which, as they die, release a spring-loaded random item of hero-usable equipment, such as a sword, magic potion, suit of armor, or a stack of gold coins.