With something more than an incidental curse, you really need player buy-in. I recommend meeting with each player, telling them you'd like to give them a cursed item that will be a major part of their character's arc throughout the story, and the broad strokes of what you have in mind for their particular curse. Then, be receptive to feedback on that. Good players will recognize that this is a roleplay opportunity for them and try to fit it into the arc they had in mind for their character, but they may want the details tweaked to fit their particular narrative goals...eg to make the curse an ironic reflection of their flaws or a nod to their backstory or whatever. I recommend you try to approach this premise with a collaborative mindset.
Rookie mistake.
"Computer, Anime Waifus, Hot."
Nah, no one here likes that show.
I used to only have one (seemingly) female friend, and then that friend transitioned, and I started to worry what it said about me that I only had male friends. Fortunately, a year or two later most of my other friends transitioned in the other direction and balance was restored.
Bards aren't just "a talented musician" they literally use magic. They're basically wizards that went the liberal arts path in college.
You absolutely do not have to RP this. You can say "No." You can say "Ok, you go off and do that, what's everyone else doing?"
Starbucks is a real coffee chain that exists in the real world. Moondeer and sunfawn follow the same naming scheme, but the players didn't realize that was what the DM was building to until the big reveal. It's...pun-adjacent.
Queercoding villains to make them seem dangerous and deviant to the people of the time (and those that are still stuck in that time). Admittedly, the people making that decision probably weren't conscious of that being why they thought eyeliner made him look villainous.
You select the level of abstraction for different things based on what is and isn't the most fun to delve into. If your group enjoys poking every surface with a 10 foot pole, it's not wrong to play with that level of granularity. It's just that all the interesting things you can do with a 10 foot pole are pretty mined-out after 50 years so we tend to direct our attention elsewhere.
I just feel bad for the loincloth mimic.
Yeah I mean, basically anything can work with the right campaign, players, characters, etc. But my opinion doesn't matter; your player's opinions are the ones that do.
I'll also add that the element of surprise is overrated. You think it will be cool when the player discovers this effect at a dramatic moment but it is far, FAR more likely that they never discover it at all. Or they only discover it after it's been frustratingly negating everything they've tried to do so far. Or that they discover the curse at an un-dramatic moment and make the rational decision to just never trigger it again. That's why I say it's much better to tell the players ahead of time and set the expectation that being cursed will be a major part of their story; then they can DECIDE to have their character "accidentally" trigger the curse at a dramatic moment or what have you. You won't have to tell the player "you're compelled to yell now" they'll automatically go "GOD I just feel like YELLING right now FOR SOME REASON!" and feel good about playing their character instead of feeling bad that you're taking over their character.