I'm not really sure if this is a bad thing though. There can still be unbreakable chests so that you would need lockpicking, but I think players should be rewarded for being clever and moving chests with teleport or pocketing them and then smashing them further away.
But I do agree that fragile things should be broken. What kind of things are you thinking of as fragile?
I actually don't disagree with you - as with the repair and identify mechanics, I find I'm trying to work within the (IMO somewhat artificial) limitations the devs seem to have placed on the gameplay. And the definition of fragility would be tricky if the "breakage" mechanic is intended to be a real penalty, as (for example) a super-valuable magical weapon in a chest shouldn't break (unless that +200 Axe of Heavenly Doom is actually made of balsa wood), while a possibly cheap potion might - rendering it not much of a penalty after all, especially at higher levels. I guess I'm just trying to understand and justify why people want these kinds of "immersive" things in the game in the first place.