>>96378125 (OP)
Cursed Items are actually a really interesting design space discussion for modern TTRPGs(focusing on D&D 5e and PF2e for this).
They basically only fully work in a game where the player characters are constantly dungeon delving, but also on enough of a time constraint that they need to equip things without thoroughly checking if they're cursed or not, either because there is simply not time to sit down and make the skill checks or cast the spells to do it or because doing so would require backtracking with consequences. I'd say they work best for megadungeon campaigns.
Now, that previous paragraph is only really for "generic" magic items, you know the type, stuff that appears to be normal loot but that belt of giant's strength is actually a girdle of the opposite gender and if you put that shiny helmet on suddenly your noble paladin is pure evil.
You can get a lot of mileage out of bespoke cursed items for a more narrative focused game, but then that ultimately comes down to what the story is.