This is something I've talked a lot about before but I wanted to summarize/repeat it here, in its own post.
A usable reward or compensation is one that has meaningful impact on the game. In the game Cosmic Encounter, getting compensated when the other side attacks your negotiators can sometimes be well worth it. You are trading ships for cards.
Contrasted, in Fate and in D&D 5e, getting a fate point / inspiration when you put your PC in serious risk isn't really commensurate with the risk you take on. You have an aspect "fight poachers", you hear about poachers, and you get compelled to get into a dangerous fight with them. You might take serious losses in that fight, much more that the puny reward of one fate token was worth. However… that reward is still an affordance marker -- the game's way of telling you "hey! Starting fights with poachers is legit and allowed gameplay!"
Part of the infamous Taschenlampenfallerlasser (flashlight dropper) argument was that the PC hadn't failed a will check, hadn't any mechanical reason to drop the flashlight. Well, that's what affordance markers are there to solve. Affordance markers are like the satisfying click to a good button. They're just a "yes, you can do this, you'll even be rewarded".
That said, insp saved a PCs life last session. They're usually not commensurate but can sometimes really turn the tide.