Depends on the game.
While WoD/CoD has settings like this, so do other systems. This is a stat, like any other stat. That makes it very hard to omit. Things like Nature|Demeanor/Virtue|Vice/etc. have concrete mechanical effects within the system. As a result, I don't see these being something that can be hand-waved off to be set up later. Changed later if something else is more appropriate? Sure, provided the changes are kept to a dull roar.(1) Anything that has a mechanical effect is hard for me to justify hand-waving entirely in chargen, particularly if it's something that can be changed with relative ease at a later time and evolve reasonably with the story.
Background isn't as important to me as concept as it is initially envisioned, some of their initial goals as a player, and explanation of anything unusual in the character's history or on their sheet. The last is fairly sweeping and covers a lot of ground; this could be a high stat atypical for the concept, a stat typically high for the concept that's low, or something very unusual for the character as described. For instance, I'd want to know why someone's 16th century English noblewoman knows the ins and outs of the magical practices of the Mayans or similar, because that's not exactly normal. (And while PCs are generally exceptional, that's not the usual way 16th century English noblewomen are exceptional.)
I don't like the 'any unspent XP/starting points are lost' approach. At all. Never have. It's too easy to overlook something, realize very early on in play that it's missing and would be something the character would have, or with that small tweak they could fit perfectly in a needed niche in the game with a minor tweak that benefits not just that player and character, but may be the glue that keeps a group cohesive when that character can be tweaked to suit the group, or become the missing piece that completes their collective puzzle.
(1) "Dull Roar": Whatever terms someone is comfortable with to avoid changing between every scene to and for whatever provides the maximum mechanical benefit, because we all know that guy is out there. Somebody may be happy with 'no more than once every three months', or might like 'change at will if you think appropriate when the character fails (or even faces) a breaking point', logs of justification -- whatever they think is suitable. Similarly, things like touchstones should be somewhat malleable; X may fade and Y becomes elevated in importance as the story unfolds, and this is reasonable. It becomes less reasonable when this becomes a case of 'oh, well, that wasn't a big deal any more, now this other thing is' when it's presented to staff after something has happened to the original thing.