My thoughts so far:

Regarding identify:
Automatically identify items on pickup if your lore skill is high enough. Use a consumable item to identify regardless of skill level. I'd suggest "scroll of identify" for immersion and roleplay.

Regarding repair:
Improve craft system and "fix" repair at the same time. Make it so that weapons and armor(maybe other items too) can be broken down to its components and those components can be used to repair or improve other items. If you sword is damaged or broken you might need iron/steel/mithril to repair it, if your staff is broken you need magic voodoo wood, etc. This way there is a cost but it's more about managing resources you'd already have anyway for crafting rather than carrying an item that serves only for the purpose of repairing.

Regarding stealth/lockpick/bash:
This is quite simple tbh. Bashing doors make A LOT of noise. Ever had to bash a door/container in real life? It's totally not stealthy at all. Also if people see you randomly breaking/burning/freezing stuff they MIGHT not like it.
If you break a container, you might seriously damage whats inside (loot loses durability) or even destroy it(loot is reduced to its base components A.K.A crafting resources).

This way there is a cost to destroying doors(makes stealth nearly impossible) and to destroying containers(you risk losing good loot).