Aspects are always true even if they are not invoked. Aspects don't need to be invoked to give value, they just have to be accepted by the group, to have whatever meaning you attach to them.
My understanding of the rules doesn't match that. If it isn't invoked, it doesn't have mechanical impact.
For example if you have the aspect Invisible, then you are invisible, you shouldn't even need to make a stealth roll unless you give some other clue that you are there. Then if you are forced to make a stealth roll because (say you accidentally knocked over some pans, or a walking on a squeaky floor) then you can invoke Invisible for +2 on the roll.
Ah. To me, that's backwards. You always make the stealth roll. If you have the aspect "Invisible", and fail the roll (whether you invoke it or not), then you find a reasonable interpretation of that - you walking on a squeaky board, knocking over some pans, or maybe your invisibility isn't as complete as you thought, and the bad guy sees a shimmer in the air, or the like.
My point, however, was this - aspects are not supposed to be that powerful. Single aspects are available for giving a boost, but they aren't supposed to create auto-success. If you want to be consistently mighty, get many levels of Physique (or Might, or whatever the FATE variant in question uses). Being a Son of Krypton would be an easy thing to invoke on Physique checks, but it shouldn't mean your Physique score doesn't matter.
If your GM is allowing you to pack a whole stack of things (super-strength, flight, invulnerability, and all that) into *one* Aspect, I think you're well outside what Aspects are intended to convey. I could imagine creating a "Power Aspect", that does what you're considering, including a package of skills and stunts, but I'd want to frame that in some sort of balanced system.