If you want the items to appear in a certain order, you could manage it with variables that get added to each time the player interacts with an item, and have the variable count trigger the change to the new room instead of putting it on a tile. That's how I did in my game/poem The Opposite of Brontide. I had multiple items in each room so that cut down on the amount of identical rooms needed, but it should work the way you are thinking, and because it's tied to item interaction, it's less likely someone will accidentally step on the warp tile without interacting with the item.
But if others have more elegant solutions, please chime in!