To me, that sounds like poor game design. You can't build your title, especially when you already have a significant fanbase, around what you want players to do without also considering what players will actually do.
If you're building a system and trying to incentivize players towards a given set of decisions (say, about which items are worth picking up), but time and time again see that your players pick up *everything*, and when defending their love of your work often cite "I can pick up everything" as a major positive trait of your games, and one of the main things which distinguishes it from the competition, then maybe you should take that into consideration.
It's a given that there's a spectrum of opinions on this stuff, but the other thing that's abundantly clear if you look at the kind of mods that pop up quickly on PC, is that many people dislike these systems, in both directions. For as many weight mods and lockpick cheats and whatever else, there's a corresponding hardcore mod for making you carry only one weapon, or have to drink water all the time, or take damage when it's too cold, etc.
I just see no reason to admit this on a developer level, and just make the shit optional out of the gate.