There is the whole MUTANT/SUPERHERO genre (dominating film franchises) where "powers" are central to the plot. That is still going strong.
I was never interested in Psionics in a Traveller Game because they were fussy and unbalancing. Either it represented a "MarySue" benefit that caused one character to dwarf the rest of the group or it required massive efforts to create balance (or PSR was so low that the PSI was meaningless).
In my most recent PbP game, several players expressed an interest in Psionics, so I agreed and chose to make it CENTRAL to the game. All the PSIONICS rolls and skills were moved behind the REF screen so players only knew what they discovered. Locating training was an adventure all by itself. I adopted a "fear of psions" tone from the X-Men universe (use it too openly and a mob may attack you, or the Government may want to dissect you, etc).
Then I planted HINTS into the CHARGEN History of players that rolled a near-death survival roll in Chargen. A "MARINE" remembers taking a desperate shot that was going to miss and "willing" the shot to curve and hit the target ... saving his life just before he passed out. Now he wants to find someone that can teach him to control his ability.
So Psionics CAN be a very Traveller thing, they just seem to need to be a deliberate choice (and the bad guys get them, too).