That's... kinda why I hate crafting too.
I want loot in the world to be good, exploring to be rewarded.
But in those modern days, to not make crafting "useless", everything you find there is dwarved by crafted items. Result, instead of a sub-system called crafting being useless, your entire gameplay of exploration is useless.
Yep. I hate when this happens as well.
Okay then, then what's your alternative to balance crafted items vs loot drops?
I don't pretend to answer for him, but this is my take:
premising that if crafting was gone entirely I wouldn't miss a single bit , my approach would be to make crafting a viable option for mid-range stuff and then tie the possibility to craft actually powerful "artifacts" to unique loot as well.
One way to do it is the Baldur's Gate way, where top tier crafting was essentially putting together fragments of artifacts find around the game world; another, more "organic" and less blatantly "scripted" (at least at a first look) would be to require extremely rare/unique reagents/material to craft the actual good stuff.
To point an available example, think of Dark Souls and how bosses can drop both an unique weapon immediately and a reagent (Soul) that will be used to craft a variety of similarly unique things.
That's not exactly the "vibe" I was going for, but mechanically would be very close.