Divinity is not an adversarial game. It's single-player or co-operative. Nothing you do in your game is going to ruin the experience for other players.
For this reason, Divinity should never be balanced with an anti-save-scumming agenda in mind.
If the loot is going to be random, you should be able to save-scum that chest as many times as you want, until you feel comfortable with its contents. I'm 100% okay with you doing that. What I'm not okay with is a super special boss chest containing daggers when no one in my party is a Rogue, and not being able to reload my save and re-roll because it's going to have the exact same loot every time.
This is also the reason I was okay with a lot of the RNG elements that Larian has removed to "streamline" D:OS 2. Shield block chance. Willpower saving throws. Body-building saving throws. Et cetera. You can be the type of player that accepts whatever hand you're given, or you can re-roll and see what happens. It's a role-playing game, and part of your role-playing is deciding whether or not to stick to the script you've been handed.
As described above, I don't think Larian should be caring about save-scumming at all, and, as a result, they could keep many RNG elements in the game that they've chosen to remove, and the loot system would cease to be a problem.