Apparently you're looking for precedents or use of the topics you mention in previously-published items.
The overall scope, short answer to those questions is, "no". Such things basically don't exist in the core rules. I would recommend not generally going so far outside the weapon design structure as that. As an example, the idea of "-1 market price for a weapon whose magic only affects living creatures" would be very broken indeed.
Now a few things that might be taken as near-examples:
- "Non-combat" can be pretty broad. There as special weapons that give water breathing or speak-languages languages abilities, for example (that trident in the DMG). But I would recommend weapons retaining mostly offensive-based magics.
- The Defending property, which offloads enhancement bonus to AC, gets a bit more flexible as the enhancement goes up. But that example specifically loses the appropriate enhancement when you trigger the power.
- I did use the idea of a -1 Market modifier in my conversion of module G3 for drow weapons (see here at the ENWorld site) -- it did sort of make sense to include a cursed restriction in the structure of weapon costs as a market price subtraction. But I've never seen that in anything formally published, and I only came to it as a desperate bid to convert that classic module.
Since all new items are house-rules, there's big variety of opinions on these matters. Some people are totally happy to convert special item abilities to constant (non-scaling) bonus modifiers. Personally, I really, really don't like that, and feel it breaks the weapon pricing system. However, I have taken those special items and used their abilities/prices as a percentage ratio to the overall cost (i.e., "hmmm, this ability is about 75% of a +2 bonus, so +2 more would be 75% of +4..."). That I'd be comfortable with.