Earlier in the thread, there was talk about how unlimited arrows equates to unlimited spells. While I find that to be a bit misleading, I also see that limited ammunition puts more strength to Cantrips as they are unlimited spells that do reasonable damage (not quite as much as an arrow due to no modifier added to damage*) and have secondary effects most of the time.
*Evocation wizards (10 modifying all Evocation spells) and warlocks (2+ modifying Eldritch Blast) do add modifiers to damage.
It's not about survival, it's about mecanics that increase immersion.
KDC is NOT a survival game... But it's one of the most immersive game I played for the last years.
But anyway you're right. It's not important in a game "like this", because this game will be more a DoS-Like than a BG-Like. That's what Larian can do and what their fans want.
Having entire inventories of characters filled with arrows because they couldn't hold any more weight, but had slots while those with who could hold weight lacked slots didn't feel immersive to me. I didn't think the ammunition would run out, but the adjustment of who was holding it (the casters who had no strength) vs the people using it was just tiresome after a while. The management here was already altered as arrows were weightless in BG1/2 even though in 2e they weighted 1lb/10 arrows (it has since been changed to 1lb/20 arrows). I would guess that if you add arrow management, you are doing so by adding their weight.
This would be mitigated by removal of the slot limitations of the first games as well as the change in carry capacity between editions. In 5e, your maximum capacity is 15x Strength, so a 20 strength character can only carry 300lbs (and only move at full speed with 100lbs if you are using scaling encumbrance categories).
I wouldn't be sad to see it gone because it can be tedious to manage small things (like the weight of your money at 1lb / 50 coins), but I don't think it's detrimental if it doesn't require micromanaging inventory slots as it previously did.