Britannia47: Another example is food in some CRPG (although in Ultiima IV - VI I don't care because it does not deplete fast).
Ultima 3-6 also don't punish you harshly in the case of running out of food. (It's certainly not like Ultima 1 and 2 where running out of food is an instant game over.)
In Ultima 6, food is only used when resting, and it's possible to avoid resting entirely, especially if you take advantage of the Help spell (which fully restores your party almost for free, though you lose your position).
On the other hand, Ultima 7 made it so that you need to manually feed your characters, which combined with the awful inventory system of that game, made food into a rather frustrating chore.
One important lesson in game design: It's better to give rewards than punishments. Instead of having food be a requirement, make it so that food provides a bonus when used. You can still have things like baking bread, but make it an extra bonus rather than a requirement.
Here's one example: Apparently, Civilization 3, during development, had Dark Ages, where at some (random?) point in the game for each civilization, science development would be halved (IIRC) for 20 turns. Testers did not like this, so they inverted the mechanic, replacing the Dark Ages with Golden Ages, and that was much better received.
Britannia47: And "Realms of Arkania" even had boots that wore down (although mostly I had fun with the game).
Item durability can be a reasonable game mechanic if done well; it can serve to limit the use of more powerful items, for example. Examples of games that do this reasonably well are Fire Emblem games and the first 2 SaGa games. (Case in point: The Glass Swords in Ultima 5 and SaGa 2 (and Japanese SaGa 1) are powerful, but they break after a single use. (English Final Fantasy Legend 1 has that powerful Glass Sword, but due to a localization bug, it has 50 uses, despite there being a message saying it shattered after every hit.))
On the other hand, when it's not used as a limiting factor, when durability is high but finite, but trivially repairable for almost no coast, it ceases to be a balancing factor. (Example: Elder Scrolls (not Skyrim) where more powerful weapons have more durability, and where repairs are generally easy (or it's easy to just make another).)