3. Disadvantages give point in play. This options players may take disadvantages, but they do not get any points for them in character creation. Instead, players are rewarded by the GM with extra CP for any session which a disadvantage comes up as a hindrance to the character. This requires more judgment calls on the GM, deciding when exactly the disadvantage has caused a setback that is worth the bonus character point.
4. Disadvantages are flavor only. With this option, disadvantage don't give any extra CP to taking them, nor do they earn a player extra CP in play. They are taken for flavor and roleplaying. Good roleplay should still reward a player extra character points, so disadvantage could earn the player more CP, but this option is not a set mechanic like the one above.
5. Just lower the disadvantage limit. This maybe the simplest solution. If -80 points in disadvantages is too much to keep track of, then lower to it -50, or -35, or whatever. A limit set too low might prevent players from taking some of the higher priced disadvantages, so you might want to allow for players to exceed the limit by taking only one disadvantage that has a price greater than the limit.
6. Only allow disadvantages from the character concept. Have the players write up a backstory, fill in a character interview, or use some other system that creates a solid picture of the character that can be used to then create them in full. Then any disadvantages that are bought must be justified through this process.