I'd be surprised if anyone took away features from a divine class or warlock, I've only had to deal with a paladin violating their oath once over many years of play.
Well, the poll says otherwise for now!
Back in 2nd Edition I saw Druids losing abilities for violations.
I've never taken away Druid abilities, but I've had situations where Clerics and Warlock players IC acted against the gods/patrons who they made their pact with originally.
Though for Warlocks, I've never "taken away" abilities, but I have said that their patron isn't teaching them anything new until they get right with them in whatever way.
Clerics for me are bigger than Paladins even for making sure that their actions are in alignment with their deities portfolio/alignment/dogma. There are a plethora of gods to choose from, find one who fits the character concept and do it. It is surprising how often players just ignore the whole "I get my powers from a god and they have ideas about ways to act" thing in games I've been in.
If not, they lose some things.... like Channel Divinity. Can't do that if you and your Divinity aren't on the same page in my book. Also Divine Intervention, and higher-level spells.
"Punishment" usually starts off small (maybe 1 channel divinity/day decreased, and escalates if the player/PC either continues down their path or takes no action to ask "why is this happening to me [Insert X god here]?" It all depends on the PC's level, the degree of their "transgression" against their god, etc.
In my games, there is no "following a philosophy" to gain divine power. You have to worship a deity. I allow for some NPC's who claim to follow no gods to have divine powers, but they are definitely getting their powers from an evil deity or fiend for some nefarious purpose!
There are also powers and other faiths who like to pounce on high-level clerics or paladins who are wavering in their faith or devotion, to try to lure them to their side. Leads to some fun RP potentials.