Disadvantage limits serve several important functions. Capping the maximum amount of points, setting expectations for your game, and curbing abuse of disadvantages. I find myself, given a high disadvantage limit (around -50), to pad it out with disadvantages not really relevant to the character because it feels like I need to meet the disadvantage limit in order to meet power level expectations.
There was a discussion on the GURPS discord about this, where one person was playing in a game that (for some dumb reason) allowed up to -100 in disadvantages. That player's natural inclination was to take as many disadvantages as possible for more points, and came out with a confused character that didn't have a strong identity.
If you're going to use points at all, you should give a smaller disadvantage limit and raise the point total by the same amount. You only need three to five disadvantages for most character concepts (exceptions exist), and somewhere around -15 to -35 is plenty to realize them. Most players are going to want to maximize their character's abilities. Giving a low disadvantage limit means that the character will still be a reasonably functional human being at the end of it.
Some players don't max out their disadvantage limit. Those players probably don't need point totals, either.