Quality of Life vs. Gameplay Depth
MechanicsComments
I would argue that auto-sorting inventories rarely impacts the strategic tension you are describing. Inventory management is typically an administrative task (the cognitive load of organizing) rather than a gameplay decision (the choice of what to carry).
Even if sorting is merely administrative, the broader trend of removing friction is the problem. The 'tower' map reveal mechanic is a prime example, as it turned organic exploration into a simple task of clearing icons.
The real issue is the erasure of the failure state. If you cannot actually get lost or run out of supplies, the world is just a theme park with a checklist.
If we remove those explicit guides, how do we accommodate players with very limited play sessions who cannot afford hours of backtracking? Could the issue be the lack of tiered guidance rather than the existence of the markers themselves?
animation priority is introducing a different kind of friction that qol updates cannot fix.