I'm not sorry you brought it up. It is an interesting tech and like many tech ideas there is a chance people will abuse it before they figure out how to use it
One example of "abuse" that raises red flags for me is the concept of a stream of payments to the NFT creator. In other words, each time the NFT changes hands, the original creator gets a small % of the proceeds. The concept seems benign enough - an artist gets paid a small amount of $$$ each time their property changes hands. I could see how this could easily turn into a Ponzi scheme of sorts - where you require people to buy into the NFT stream to become members, and they earn fees as they pass on their NFT's to others.
Another abuse is people stealing other people's property, and selling it bundled as an NFT. In one of the links above (which I found amusing due to the ham-handed way in which it was executed) someone took public domain artwork from a museum and bundled it as an NFT - and then ignorantly minted it at peak hours where it ended up costing them $1200, LOL. No word on whether they were able to sell anything.
Note that when I criticize the idea, I'm not saying don't do it. Do it, make a million dollars, and come tell me how you did it, and I will cheer your success! It just isn't for me, right now, as I understand it.
FWIW, when I reference selling virtual property in 2001, it was sort of the primal age of the concept. People started by selling game accounts to each other, because some accounts with serious game time invested in them were more advanced and had more gadgets or toys or powers. Next people started selling virtual items to each other - using real cash. Abuse was rife, people were constantly getting ripped off, and Sony had to lower the boom and make it clear that ALL virtual property and accounts remained the property of Sony.... and you were more or less paying a fee to use the account, and that access could be revoked at any time for any number of reasons. Since then online games have become much more sophisticated in how they approach the idea of virtual property, and the transfer of virtual goods. And now the world of virtual goods has jumped out of games and has come full circle so that virtual property is being sold back and forth outside of any proprietary virtual space. I'm not sure it has quite made the leap to the real world... at least not yet.