In the game I played, it meant that all Eladrin criminals were to be executed immediately, since it was impossible to imprison them. It was huge and world-defining, but not in a good way.
Actually you just had to drop them in a windowless cell. Teleportation powers were line of sight. But it could be an interesting point depending on how common they are and how well-known. If they're just another race, every jail will have such simple 'accommodations' for them - if they're rare, but notorious, all your better jails will, and some might have special enchanted cold-iron chains. But if they're rare & mysterious, then they will just get away, a lot, giving them an air of mystery, almost like they were otherworldy visitors from another plane or something.
Come & Get It was a great power, very genre-appropriate, and strong support for the Fighter's role as Defender. The fighter could've used another 40 powers that creative & effective.
Other cool/interesting Fighter powers: Footwork Lure (slide enemy), Reaping Strike (DoaM), Cleave (hardly unique, it was in 3e), Grappling Strike & Tide of Iron. And those are just the at-wills. Oh, and Threatening Rush. Beyond the basics: Bash & Pinion, Covering Attack, Comeback Strike, C&GI of course, Warrior's Urging, Spinning Sweep, Thicket of Blades, Reaper's Stance, Shield Bash, Pass Forward, Rain of Steel, Slamming Rush, and Crushing Foot (no, really).

While the 4e fighter had a lot of powers, with two Martial Power supplements and several dragon articles adding to them, it didn't have the most varied (really, so many of them were some combination of shifting & attacking) range of powers - fighter powers just seemed particularly memorable/interesting in contrast to what had come before, which, prior to 3e, was, well, weapon specialization.
In your opinion, what's some of the most interesting powers in 4th edition? I'm especially looking for powers beyond the standard escalation of damage, pushing, pulling, and so on...
Of course, one thing about 4e was that there were so many powers, and each class had it's own list, and they were all on the AEDU schedule, so both were fairly balanced against eachother & couldn't be spammed. (OK several things.) So, you didn't have a few obvious-best (or outright broken) powers overshadowing all the rest. When you did have an obvious-best power, it crowded out 1 level of 1 class, maybe half a dozen inferior powers faded into obscurity. So even if you've played for years, played a campaign to Epic, and seen a lot of characters played, there'll still be lots of powers that aren't familiar that might pop up at the table the next time you played.
Anyway, more in no particular order, and avoiding the many good powers that were already well-established as spells in prior eds:
Mantle of Glory, Astral Condemnation, Visions of Avarice, Mirror Sphere, Arms of Hadar, Thunderwave (of course, it even made it into 5e, might as well add Healing Word to the list), Fire Shroud, Dire Radiance, Infernal Moon Curse, Creeping Vines, Claws of the Eagle, Blood Pulse, Solar Wrath, The One Sword, Buffeting Wave, Stone Panoply, Windfury Assault, Wind Step, Elemental Escalation, King's Castle, Bait & Switch, Handspring Assault, Close Quarters, Blinding Barrage, Crucial Advice, Weave Through the Frey, Eye for an Eye, Evade Ambush, Divine Mettle, Valiant Strike, True Nemesis, Thundering Armor... and a bunch more that were cool at the time, but the /names/ didn't stick with me.
And, of course, I can't leave out the Warlord: Commander's Strike, Wolf Pack Tactics, Fearless Rescue, Inevitable Wave, Lead the Attack, No Gambit is Wasted, Hold that Thought, Powerful Warning, Join the Crowd, Hammer & Anvil, Pillar to Post, Surprise Attack, Death from Two Sides, Lamb to the Slaughter, Help or Hinder, Band of Fellows, Heart of the Titan, Own the Battlefield, Warlord's Recovery, Vigilant Commander, Pincer Shot, Forbidden Ground, Bolt of Genius (technically Battle Captain), Pull out the Stops, and, of course, Inspiring Word.