To be fair to e.g. Baldur's Gate, finding game breaking builds appeals to many people in the core audience of that sort of game along with classic TTRPG players. Making those builds harder to achieve by accident is a good thing, but doing away with them entirely would probably be detrimental for the intended audience. True brilliance is also have systems that make that sort of build still fun to play, e.g. BG3 has some pretty amusing hidden interactions if you steamroll events you're not supposed to be able to win.
Reminds me of a game-breaking strategy in the (interesting, flawed) hybrid RTS/RPG War in Middle Earth (1988).
The RTS part involved moving armies and heroes around to fight Sauron / Saruman’s armies and defend your citadels. There was a game loss condition if you lost something like three citadels in battle.
But if you abandoned your citadels, their subsequent occupation didn’t trigger the loss. So you could simply aggregate all your forces into one giant army and take Barad Dur and Mt Doom by force.