There are always going to be folks who like creating two tiers - "those who get extra stuff from me cuz i like what they do" and "those who dont".
i personally draw that line when i GM at me the Gm giving that extra stuff as "in-game benefits, control or power" for "out of game effort."
i find that keeps the line between "in-game world stuff" and "IRL" stuff as clear as it is when it comes to say "you annoyed me out of game IRL" wont then lead to "so in game your character cannot do..." type choices or "Jim has been my friend for 30 years so he gets this extra in character..." etc.
But to each their own. My group tends to like the distance/wall between IRL and in-game-world being stronger than some... we tend to avoid heavy reliance/insertion/interruption on mechanics like plot points, momentum points (even inspiration to a degree) and the like where the resolution is significantly impacted by "outside the character traits" pools and such. When we look to resolving a scene, we like it to be mostly or exclusively about in-game, in-character choices and capabilities and not "did Joe bring cupcakes this week? yes? Well hey then, Joe can use his cupcake token for..." kinds of outcomes.
But everybody has their own preferences... I can imagine many great moments on a cold night round the fires in the inn where "and then the cupcakes saved the day..." songs are sung!!!