Hriston
Dungeon Master of Middle-earth (He/him)
In some systems where these gimmick points are tied to replace by troubles, they go to lengths to emphasize to the player **and** GM that you should pick/reccommend traits that lend themselves to coming up.
Often such systems push "double-edged" traits where it can commonly in play create as many opportunities for gains as for losses, etc.
But, also, those systems tend to link the "spend" to go thru the same kind of traits - if not the exact ones.
From what i saw, this seemed (both part) to grow out of a reversing of early mechanics where you got up-front chargen gains for "disads" and then often the player worked to minimize the in play impact of them since they already got the gains.
In some ways, those early up-front gains did more of what you describe because they often "valued" the disad by explicit statements of frequency and impact - that the player choose and then the GM was to enforce.
So, let me suggest, instead of the rulebook telling the GM to create these situations or give them any expectation of a given frequency or such, this be implemented by agreement between player and GM.
I agree that it should be part of the premise agreed upon by the DM and players that the game will be about the players' characters, rather than a game that has little to do with who the characters are.
Since this is a thread that in part tries to address the problem that some DMs have in knowing what to do with inspiration, I think it would be good if some advice was given, maybe in the DMG section about inspiration, to provide the players with situations that put the PCs' personal characteristics to the test, not with any particular frequency, but as part of the natural course of play. I don't think these instances should be seen as penalties either because by choosing the personal characteristics they have, the players have signaled to the DM on what sorts of situations they want the game to focus.