I dislike that save-scumming is both possible and rewarding. However, I also feel that the loot system should be improved so that players aren't feeling like they're screwed without save-scumming. I would love to see itemization at a point where players don't even feel like they need save-scumming, and for save-scumming to be removed out of the equation (and not even missed).
Save scumming is a side issue, as far as I'm concerned.
I don't like it, I'd love for the game to address the problem (i.e. fixed seeds generated once for playthrough at very least) but I have a problem with anonymous, generic, randomly generated loot that goes beyond the potential exploitation of save-scumming.
I simply really, really don't like compulsive rewarding at every step in RPGs.
I like
when special items are unique, carefully dosed in numbers, deliberately placed, designed to stand out and properly balanced (or, in some rare case, deliberately unbalanced, just because it's fun).
And that's why reading Erragal trying to guilt-trip me with silly attempts of public blaming about my "dopamine-triggered approach to looting" strikes me as twice as weird.
Not just because it's an idiotic attitude in general, but specifically because the accusation is the exact opposite of the truth.