Fallout was most certainly breakable, intellect, agility, and perception were vastly superior to the other stats, for instance. Intellect and agility in particular.
Many games are "break able" that doesn't really definie their difficultly, per se, in fact, it can be a reward for adequately planning and thinking. As Sylvius said, if you find yourself suddenly doing it by accident, that's when it's not so good.
I "broke" Morrowind by carefully building a thief character that became extremely good at sneaking and stealing, and then proceeded to steal lots of glass armor and other powerful items, used the "Creeper" merchant trick to make tons of extra cash, and then trained a bunch of other skills extremely high rather than build them up naturally.
Before completing a single main quest, I had pretty much all the most powerful items in the game and was fighting Vivec for fun.
That changes the difficultly, but it's a fair use of the game rules, and it's not really a super obvious route to go either.
In some ways, the absence of "breakability" is what makes the game rote, tedious, and game wise simple and then "easy" because it just sort of levels everyone who plays the game, like Minecraft coerces you pretty heavily into just patiently mining, experimenting, etc.
And Dragon Age certainly has "breaking" tendencies due to the power of magic, Crushing Prison is more powerful than any spell in any TES game I've played, the game is pretty much over once you get that thing.
But likewise, that does not immediately mean anything in particular, so what? It's not necessarily super obvious that it is powerful, the first time Morrigan had all these points in shapeshifting so it was that direction, it doesn't really mean anything on it's own one way or another.
Oh, and that can be for a given side quest in different ways, i.e., the, oh I paid attention in the dialogue now I don't have to fight the hard to fight golemn enemy etc.