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That said, the karma system is absolutely stupid, and as a result I completely ignore it when I play. It's a left over mechanic from Fallout 3, where it carried more weight, but even then it was a stupid mechanic. The reputation system should have replaced it fully. It's much more meaningful.
https://fallout.fandom.com/wiki/Fallout:_New_Vegas_perks#Regular_perks_5
As for negative karma for the Weathers family, that may have to do with HOW you released them. If it resulted in their death in any way it will lead to negative karma (which can also include freeing them and then releasing the radioactive barrels on cottonwood before they actually get out of range). It could be that you didn't deactivate their collars either so when they got far enough, their heads exploded. There's also the potential to gain negative karma depending on how you encourage Frank to handle the situation after they are freed as well, if Frank is how you started that questline to begin with.
Edit: if you aren't sure if they actually lived, you can check. If they made it out safely you can find them in the Old Mormon Fort for the rest of the game. If they aren't there after you released them, they are probably dead.
If you are curious what backstory you missed but don't feel like doing it all over again or looking it up:
His family was captured and enslaved while they tried to flee him, they want nothing to do with him because it turns out he's an abusive junkie that doesn't really want to get clean. He's not allowed at the Old Mormon Fort because of it, which is why they end up there. If you started the quest with his prompt, you get to finish it by helping him decide whether to clean up and be better for them (good karma), to leave them alone (nothing), or convince him to kill himself over it (bad karma).
OH NO GUYS I LOST KARMA FROM STEALING SUNSET SARSAPARILLA
Granted, I don't know if negative karma from stealing is necessarily an infinite resource either, but in any case, I think one would find it much harder to completely run out of things to steal.
For the most part karma is without meaning, only place where it really matters is which perk you can take when hitting level 50.
karma was in OG fallout, and worked in the same way, but yeah, karma-mechanic in f3 was ♥♥♥♥
Fallout 2 made a distinction between karma and reputation. The concept of karma is garbage, but at least it provided some nuance, with reputation and perks which are awarded for specific actions.
Fallout 3 ditched all the good stuff and kept the binary good/evil nonsense. FNV brought back reputation and unfortunately kept karma. But at least it's severely neutered, so you can pretty much ignore its existence completely.
It was always stupid. I don't need a game to tell me that what I just did was good or evil, devoid of context and premeditation, and the idea that characters can judge you for things they have no idea you did is bonkers.
The fact that these perks exist only encourages people to power play to get the perk that they want. They should not be tied to karma at all.
However, the most impact karma have in New Vegas is when you play with cass. If you have bad karma, she will leave you.