Starfield and Baldur’s Gate 3 both weigh the player down with encumbrance. Love it or hate it, it seems like it’s here to stay.
A “stash” that is only accessible outside combat mostly preserves that balance, IMO.
Most games come up with a range of ways to get around the problem, even when they do have a strictly limited inventory with encumbrance:
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Zero weight quest items
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Ability to run or fast travel while encumbered (FO4 selectable perk)
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A pet or NPC capable of carrying your less valuable stuff back to the vendor for sale (Torchlight had this, did Diablo? I haven’t played in decades.)
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Pack animals/robots
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Portable vendors (Skyrim had a demon vendor you could summon once a day)
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Bags of holding (or similar)
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Warp chests (many chests with same contents/inventory around map)
etc. ad infinitum. The fact that most games implement a variety of ways to deal with absence of an infinite inventory is kind of a tipoff that it’s more of a burden than a desirable aspect of gameplay. Most of these games are holding up a carrot (or several) to get you to pursue certain achievements just to reduce the monotony of inventory management.