I tend to hand my players quasi-OP items while gating the power very deliberately so I can counterplay it as DM.
E.g. my party’s sorcerer got a magic amulet that can be activated once per long rest to give allies advantage on the next attack — but I added the catch that it only has a 5 ft effect radius, so the players can only exploit it so much without risking major AoE damage.
It’s a nice reliable buff most of the time, but forces the players to be strategic and take risks to make the most of it… And from an RP perspective, the enemy characters might be likely to notice the party grouping around some magic artifact and go after the sorcerer as a result.