Hiver - right, I understand where you're coming from; some players think it's too easy to just hit "ALT" and see important quest items (like keys) lying around at all times, and others (like me) who don't like pixel-hunting actually really appreciate the way it works now.
Thats why i suggested what i did. Its the best possible compromise between the two sides.
That's why I'm suggesting to Larian in the "UI Wishlist" thread that maybe they give players more options on what gets highlighted - though that might be too much to expect this late in the dev cycle.
I would be against that on principle that its an option outside of the game. A meta option influencing in-game, gameplay critical content... if you understand what i mean (since a lot of options influence things inside the game ... but, not like that).
If my suggestion is taken then it is your character skills that influence this, which would be fitting - internally. Especially for a true RPG like this. (True RPG is one where character skill takes precedence over player skill, relatively speaking, although of course you use both to play, per my own definition)
Then those who dont want to pixel hunt would only need to invest into their character - Perception.
Those who wouldnt, playing some different kind of a build would then be left to their own, players - Perception.

It just seems really nicely symmetrical... and fitting.
I guess, if they would want to satisfy both camps they could add an game menu option that would disable skill reliance and make all items visible to Alt key... - but i would prefer if that was clearly an additional option, not how the game actually plays or is meant to behave.
- personal peeves and all...
- im sure those issues with sight calculations will be fixed very soon, btw. Thats just a ordinary bug. Not a feature that needs to be changed. I guess.