4x4x4 centers have nothing to do with parity, it's true. When solving a supercube, after correctly putting all the centers together, OLL and PLL parities are still possible. In fact, all x-centers are unaffected by parity. Parity is, however, related to the positions of the T-centers (which appear on odd cubes) and obliques (which start to appear on the 6x6x6).
There are really two types of parities: permutation parity (or BLD parity), used in BLD and puzzles like the Void Cube, and reduction parity, used in puzzles like 4x4x4 and Square-1. There is a whole bunch of info out there, which you can search for if you're curious, so I'll just give a quick explanation.
Permutation parity is all about whether a position can or can't be solved with 3-cycles. We say the position has "even" parity if it can be solved with 3-cycles, and "odd" otherwise. Typically you will notice an odd parity at the end, when you are left two pieces of one type swapped. Different puzzles have different rules for what types of pieces can have odd permutation parity. For instance, on the 3x3x3 the corner parity and edge parity must be the same (you can have a T perm, which is two edges swapped and two corners swapped); on the domino or void cube, any parity is possible (you can have just two edges swapped, or just two corners swapped, or both); on the megaminx, neither corners nor edges can have odd parity (a 3x3x3 style T perm is impossible). And of course, depending on the puzzle, a given two-piece swap can be easy to solve or difficult.
Reduction parity is different, and a bit more subtle. It occurs when you think you have reduced the puzzle down to a position where it can be solved with fewer allowed moves, but in fact you have reached a position where this is impossible, because your position doesn't obey the permutation parity constraints that it must. Let's take Square-1: you reduce the puzzle to cubeshape, which means that you expect it can be solved using only moves that keep the puzzle in cubeshape. As Lucas Garron mentioned, these moves keep the permutation parity of the edges the same as the permutation parity of the corners: either they are both even, or both odd. But in Square-1 parity, one is odd and the other is even, so you will end up with something like a swap of two edges at the end. So, you thought you reduced the puzzle down to a position where it could be solved by cubeshape-only moves, but the position actually didn't obey the permutation parity constraints it needed to. In these cases, the only way to fix the parity is to do some kind of algorithm which moves you out of the reduced state. In Square-1 you have to leave cubeshape, and in 4x4x4 (where you tried to reduce to a 3x3x3) you have to break the centers apart.