Cursed magic items are only a minor part of the game in Pathfinder. The PC abilities that are used - Spellcraft and Remove Curse - also have other uses, so don't require cursed items in order to be worthwhile. That means one of your options is to not bother with cursed items at all, if they don't seem worth the effort to you or your players.
The problem you face when including the items is that they are often unpopular. Players will generally have a low tolerance for compulsions with negative consequences applied to their characters by external forces, and will put a high priority on removing them.
This includes non-removable cursed items, but also applies to other things, such as forced alignment changes, Geas, long-term domination etc. Most players I know will tolerate short-term effects, and maybe enjoy them if they provide a chance to to something a bit different, but they will find long-term effects chosen purely by the DM to be unenjoyable.
My suggested fix: Get player buy-in. Make the curse something that the player actually enjoys (even if the PC may not). This might be a compromise on powers (e.g. a sword that is usually +2, but is unreliable and will not hurt some opponents that it "likes" for some reason). But it could also be a compulsion that despite being a curse when viewed in-character, that the player enjoys to roleplay, such as a Bardic instrument that forces the PC to speak in rhyme.
In a similar vein, quite a few players enjoy the traditional fantasy curse of lycanthropy, for the heady combination of roleplay opportunities and additional PC power, even if temporary or difficult to control.
Hopefully you know your players well enough to know if a mechanical trade (more power for unreliable effects) or an open-ended story hook is what will tempt your players to view cursed items as opportunities, in a "deal with the Devil" kind of way, and not DM power over their character.