All this talk of how other games does it better brings me to one good implementation.
* You have good traits (lets not call them advantages to avoid confusion). These are like low-key powers.
* You also have bad traits (personality flaws). These fuel your good traits.
When you invoke a bad trait (=the story takes a turn negative to your character, or your character does something bad for it or the entire group, etc) you
gain one trait point.
In order to invoke a good trait, you must
spend one trait point.
This way, rollplayers can ignore the whole subsystem (which I think is a requirement for a game like D&D). And roleplayers get to bring their characters personality traits, bonds and flaws to life AND gain something tangible out of the deal.
This makes your personality central, unlike WotC's Inspiration. You must just indulge your bad side in order to invoke your good sides.
(If you want to encourage the usage of the subsystem, you can start every session by giving each character one TP that have none. You can otherwise accumulate more than 1 TP and keep them between sessions.)
Of course, as you might surmise, bad traits you never use... have little function (other than maybe comedic effect etc). After all, if you don't use them you gain no TPs and maybe more importantly: your character stays bland and undistinguished. So feel free to replace them as you play. You might start out with a bunch and later crystallize your character into just one or three of them. This is all good.
Good traits seldom used are easier to keep - they might still be important to your characterization (even if not a particularly minmaxing choice). But as your character progress you're supposed to evolve your traits as well.
PS. I'm sure this or similar implementations (fueling good traits through bad) aren't unique so I won't claim it was invented by this or that game.