I liked a lot of the unorthodox game decisions since it gave me more immersion. Important NPC and merchants would actually die under some circumstances if you left. Nothing was static, which forced you to think ahead and experiment with subtle decisions. The other soul games are just museums where the exhibits attack you, rather than going on an unpredictable journey.
What I don’t like about games having an item burden though is the design premise is unrealistic to begin with. You can collect 99 grass, shards, lizards, etc. but they’re magically stored in an...internal pouch somewhere as a catch-all glowie thing. So it leaves me wondering, why impose some arbitrary physical limit when the visual representation is never accurate anyways. It’s the opposite of immersion, and one of the few things that broke it for me in these games.
Having said that, it’s understandable that such detail is practically impossible for a dark fantasy genre, but I still would’ve liked to see more significance placed on items instead of such a focus on the quantity needed to do anything with them. Or keep the current system but at least have a reasonable explanation of why you can only carry a certain number of goods before needing the rest stockpiled.