Looking to the most recent version of the Vampire: The Masquerade rules (the 20th Anniversary edition), here's what's said about the way that the Monster nature regains Willpower:
Malignant deeds reinforce the Monster’s sense of purpose. Monster
characters should pick a specific atrocity, regaining Willpower
whenever they indulge that urge. For example, a tempter regains
Willpower for luring someone into wickedness, while an apostate earns
back Willpower for causing another to doubt her faith. Pick a destiny
and fulfill it. Storytellers, be careful with how you reward this
Archetype. For example, a player who chooses violence as an atrocity
shouldn’t recoup Willpower in every combat, but perhaps only in those
that involve wanton destruction, or even cause degeneration checks due
to their gruesomeness. Monster is a difficult Archetype for which to
offer rewards, and those rewards should come as a result of the
character challenging his own descent into the Beast, not rampaging
ungovernably because he gains an ever-refreshing pool of bonus dice. (V20, pp.92-3)
It looks like this is a known issue, and there are some ideas for keeping it under check. In particular, the idea that the Monster must put his Humanity (or Path) at risk to regain Willpower from his deeds is one that I've put into practice in other forms, with some success.
As for the general regaining of Willpower, page 267 tells us
Generally, a character’s Willpower pool may be replenished
whenever the character fulfills a goal or has
an opportunity to restore her self-confidence. Ultimately,
specific instances of Willpower restoration are
up to the Storyteller. For this reason, Storytellers are
advised to be prudent in allowing characters to regain
Willpower; it is a powerful and versatile Trait, and permitting
players to rely on it too much strips much of
the challenge from a story.
It seems the limit on gaining Willpower back is the discretion of the Storyteller. Good luck.
In first edition Mage, vampires fell entirely under the sphere of Matter, and changing the shape of matter was available at fairly low levels. (This was referenced in Book of Shadows, the Player's Guide to Mage, in a subhead: "Turning Vampires into Lawn Chairs and Other Works of 'High' Magick" -- although it wasn't a rote.) The notion that a starting mage could, with a wave of his hand/wand/athame, completely destroy a vampire — who, at the time, had no way to defend against it – was variously seen as a sign of how Mage was a broken system or that Vampire players were whiny gits.
As for how the meme got started, as with many things in the 1990s, it started on Usenet. In 1994, in a thread on alt.games.whitewolf, ironically, about how Wraith wasn't a sales hit (compared to games like Vampire), a poster named Jack Dracula wrote, in defense of Mage:
But this is also one of the best features. No D&D spell lists, this
inspires creativity and role-playing, rewarding creative gamers for
their quick thinking. What that does unfortunately do is attract
powergamers who want to turn vampires into lawn furniture, but they
are just as quickly turned away by either ST Balance ("The Nephandi
turned -me- into a lawn chair?!") or the lack of Power-Gamer Reward
(No new level to get, no dragon hoard to plunder, no next level of
the dungeon.)
In Second Edition and beyond, this was changed so that Vampires required both Life and Matter, but the notion of mages dispensing with vampires easily by transforming them into patio furniture persisted thereafter. (Werewolves always required Life, and in later editions Spirit, so I don't know what the players were thinking in that regard. Still, as part of the question, it gets an answer.)
How did it spread so fast? At the time, a lot of the people who wrote and worked for White Wolf hung out with posters on a.g.ww and on various online game sites like the Storyteller Circle MUSH. Jack Dracula was a frequent inhabitant of both places, and it gained currency just like the "whiskey flask" problem with Paradox. It was an inside joke that grew, and that's why people still reference it two decades later.
Best Answer
Vampire the Masquerade, including 5e is part of what is variously referred to as "World of Darkness", "Old World of Darkness", and "Classic World of Darkness". It is compatible (though I use the term somewhat loosely) with Werewolf: the Apocalypse. It is not meant to be used with Werewolf: The Forsaken.
"New World of Darkness", which includes Werewolf: The Forsaken is now primarily referred to as "Chronicles of Darkness" in an attempt to make the distinction more clear and vampires in Chronicles of Darkness come from Vampire: The Requiem.
With all of that said, a storyteller willing to put in some work can force a degree of compatibility.
While it required a lot of rules adaptations I have used the lore from Vampire: The Masquerade 20th Anniversary Edition for NPCs that appeared in a Mage: The Awakening Game and it worked quite well. (We were all more familiar with Masquerade than Requiem).
Based on that and general familiarity with the lines, I think it wouldn't be too hard to use Werewolf: The Forsaken lore with Vampire: The Masquerade if you and your players wanted to for NPCs.
Also, as VLAZ properly emphasized, it takes some... careful rules interpretation and storyteller work to make Vampire: The Masquerade work with Werewolf the Apocalypse. This is part of why I mentioned that I used the term compatible somewhat loosely, though they were at least officially meant to take place in the same setting.