Quick time events are a pretty popular qualm right now.
Honestly though, how could you not like real-time cutscenes? If anything, that might be a good idea to implement more often. Sure, it's not for every game, but cutscenes that take place in real time can be more effective than those that break away from actual gameplay.
Anyway, another idea developers need to stop doing is padding a game with tedious tasks. I know it's a pretty vague complaint, but here are a few examples.
-In Super Paper Mario, there is a part of the game where you are forced to jump over balls of electricity and run in a hamster wheel in order to pay off an exorbitant debt for breaking a vase. Even though the game gives you an "easy" method of obtaining the exact debt, you still have to raise a hefty sum in order to pay off a guy for the tip. This part of game seems to have been added just to pad the game, and the game was still a little on the short side.
-In Final Fantasy VIII, drawing magic appears to be something of a chore. Okay, and I know I'm going to get flamed for this: I have not actually had the chance to play FFVIII. I did, however, watch all of the videos made by The Spoony One, of Spoony Experiment fame, that exemplified the bad points of the game. The one in particular that shows just how bad the whole "drawing" mechanic can be is his video showing him draw magic in real time. The video lasts 8 minutes and 59 seconds, and it's only showing him draw magic from one of the first enemies in the game.
Granted, a friend of mine, who enjoyed FFVIII, told me there was a more time-effective method of drawing magic (something about "draw points," I think), but it still seems weird. But the stupidest argument I've seen in opposition to The Spoony One's hate of draw magic is this, as seen in his video Ask Spoony: "just set ur setting thingy to memory dumb *****. and tape the X button down wif sumthing heavy or tape." It should never be acceptable to have to tape a button down on your controller in order to do something in a game; it's just counterintuitive to the whole "having fun" aspect of designing a game. Oh, and "setting thingy?" Real specific.