People are always going to minmax their time. It's a far better value to simply pick up literally everything and make frequent fast travel pit stops than to hem and haw over what to grab off a raiders body or a junk pile in a lab. Grabbing all the junk is simply too advantageous in every way. If they really wanted an encumbrance system, they'd make it so that carrying more than a few weapons and armour, in addition to supplies would already take up most of your inventory. Instead you have a large inventory literally made for clearing rooms, but you'll run out halfway through a dungeon. It poorly incentivizes the behaviour they want. They want you to carefully scrounge and pick only things you really need or have value. But because it's so easy to pick stuff up, and even the smallest inventory space is 220 and has room for like 5-6 entire rooms of stuff, the player learns early to pick up literally everything and then gets frustrated when they run out of space just shy of finishing an area and then ends up spending all that min maxing encumbrance time every single time they pick up an item from then on before fast traveling.
As it is now, due to fast travel and infinite containers, your encumbrance is basically infinite already, and people removing the encumbrance limit are merely saving themselves trips, they're not depriving themselves of the "true scavenging experience" because the game itself discourages that by having areas so littered with useful items.
If they really wanted people to scrounge they'd make your inventory incredibly limited and make more items in the world actual junk again, leaving high quality ceramics, ammo, steel, etc valuable and worth scrounging over.
The worst part is that in vanilla New Vegas, I got a lot closer to the intended scrounging gameplay style than here, because in new vegas, so much had little value that I actively pored through shacks and cellars for legitimately useful items, whereas here, everything has some value so fuck it just spam X/A on the entire room.