Starting out, you want to focus on just what RPG Maker can do by itself. Work with the event commands to create the mechanics & systems you want.
Compared to doing those with plugins, your game will be more stable, and your systems & mechanics won’t conflict with each other. And you can easily swap mechanics in & out or make them work together.
It’s very easy for me to have multiple different evented battle systems in my game, and to switch through them in my game (from event to event), or make them work together. Compared to using plugins of different battle systems from different plugin developers, and make them work with each other. (Same with the menu.)
A lot of people rely so much on plugins, that they install plugins to do things that the base engine can do by itself with a bit of work. They bloat their games with unnecessary processes & code, end up replacing a flexible system within the base engine that can be adjusted via event commands and make it fixed & rigid, and also end up adopting systems into their game that a thousand other people are using in their own games.
but I’m mainly curious about avoiding community made third party plugins
Once you become good at eventing (i.e, creating systems & mechanics using event commands). Then, instead of getting plugins that create whole systems & mechanics & do UI overhaul of your game (that a lot of other people are using as well), you can have plugins that enhance your capabilities to do eventing & create your own systems.
Like, there is a plugin in MV that allows me to crop the picture I’m showing. And another plugin that allows me to to change the walk-sprite’s angle in set movement route. And another plugin that allows me to change the color of the text in ‘Show Text’ by hex-code, instead of being fixed to 1-32 number codes.
^~ these are not whole systems, but rather, these are like add-on to the base event commands system.
I don’t think you or anyone should avoid installing such plugins. 
You should however, avoid installing a whole battle system. Or a movement system. Or a menu system, e.t.c e.t.c.
And also avoid any ‘core’ plugins or obfuscated plugins.
Know that a lot of these plugins are made by people who don’t develop finished games themselves. And so, they haven’t used their plugins with a released & polished game, and ensured its functionality & stability in all aspects. And so you’ll find plugins that create full systems can have severe defects, that you realize later on in development. When it’s too late to pull them out.
When you’re only installing plugins that are adding small event command enhancements here and there (like the ones I mentioned above), it becomes very easy to pull (a single plugin from among) them out should you discover a grave defect.