Your suggestion is interesting, and I had never thought of it. We could actually work with a temporary variable that isn't saved in your savegame and the permanent storage variable, which is the one that is saved. In theory, it works perfectly and isn't particularly difficult to implement, but I don't think it directly fits with general survival mechanics, where a limited inventory forces the player to make choices about what to take, and it breaks the immersion of RPGs where items don't usually disappear. The idea is excellent, but I believe it only shines in very specific scenarios. I'll note it down here with your name, so if it's applied to a future mechanic, I'll give you due credit and let you know promptly.