Play the character you want to play
While the results of a random quirk generator can be interesting, that doesn't mean the results will be right for you. There're only so many characters you'll be able to play—ever—, and playing a character with a personality trait you no longer want to play isn't fun. If changing the trait would make the game fun for you again, ask the GM if you can pick a different trait.
A PC should, in the end, make the other PCs' lives better
If your character has nothing else to offer except the destruction of other PCs' stuff, the character isn't contributing anything but comic relief, which is usually inessential in a role-playing game. However, the Justice League would still tolerate Green Lantern or Superman even if either tended to uncontrollably dismantle the Hall of Justice's kitchen appliances during meetings. Such characters are more than that bizarre quirk. Thus, one way to manage this successfully is to make the rest of your character so valuable that the quirk can be overlooked; that's pretty much the definition of quirk, after all.
Apologize and ask to change it if the quirk's inappropriate
I've been imagining the PC's involved in a modern or science fiction campaign that has plenty of minor things to dismantle. However, in a fantasy game beyond clothes and crossbows, there just aren't that many things to dismantle without getting metaphorical (e.g. economic systems, governments, relationships). In a modern or science fiction campaign, I'd suggest the character stock up on ballpoint pens or last-gen minicomputers for hey-I'ma-bored-I'ma-gonna-break-this shenanigans, but typically industry hasn't progressed to where that's reasonable in a fantasy game, so, like being the greatest pianist of the Paleolithic Era, the quirk lacks the opportunity to develop and maybe, depending on the campaign, shouldn't even have been taken in the first place. Again, ask the GM if it can be changed.
A PC's quirk shouldn't dominate the action
If a PC's quirk dominates the action, it's not a quirk anymore but an actual full-blown disadvantage. If, during a 4-hour session, the GM takes the time twice or more to remind you to play your character's quirk, that's serious. This GM tends to imagine sessions as television episodes, and something that happens at least once or twice every episode and makes other PCs walk on eggshells has gone from quirk to issue to problem. If the quirk is really supposed to be mildly amusing and not overwhelming, ask the GM to dial back the quirk's intensity: Explain how the character's not an anarchist or a nihilist who's sole desire is destruction, but instead, how the character is a relatively sane and functional member of society who, when stressed or bored, takes things apart. Little things. Like ballpoint pens. Not, like, starships.
If you want to keep it, make it so it's not annoying
I can imagine the other PCs and players being annoyed at the PC if the PC's dismantling the other PCs' stuff. That shows (pop psychology alert!) a disregard for boundaries extending into actions-despite-consequences behaviors that indicate deeply rooted control issues. Seriously, if the PC is dismantling the other PCs' spacesuits, vehicles, and weapons, the other PCs should stage an intervention so your PC doesn't get them all killed. As in real life, the character needs to manage his quirks so that he can continue to interact with the world and make it so the world won't murder That Dude Who Breaks Stuff. The PC needs to give himself proper and reasonable opportunities to dismantle things and, when the PC has those opportunities, dismantling things should add to the other players' enjoyment of the game, not detract from it.