There are a number of different threads focusing on specific inventory aspects like camp mechanic or the buy/sell functions. In this thread I want to point out all kinds of different flaws I found in the current inventory system and with flaws I mean things that seem to be there without any reason or impact to gameplay other than making our lives harder and gameplay less fun:

1. Camp rations

This system was introduced with patch 5 and while I am a huge fan of it there are some aspects that are simply not thought through enough.

=> Why do we have different kinds of food if they are only used for camping. Wouldn't rations just suffice? Ok, possible answer: Crafting
=> If we only can use food in the camp why not having it sent to camp immediately when looted/bought? Ok, again possible answer: Crafting, But here we could have at least an option to transfer them automatically to camp.
=> Why is food in our chests in the camp not calculated or shown when we want to select it for resting? I do not have a satisfying answer here. Possible bug.
=> Why is when selecting food for resting the complete stack (that's at least the case with controller on Stadia, for example 5 sausages) selected instead of one element per click? Again I do not have a satisfying answer here. Possible bug.

2. Individual/Party inventory

In BG3 each character has its own inventory instead of one party inventory (for example Pathfinder Kingmaker). This is ok if this fact actually adds something to gameplay or is necessary (for example Multiplayer).

=> Each character has certain thresholds when he/she starts to get encoumbered. A party inventory could solve the same issue by summing up the thresholds of the current characters of the party.
=> Looting/Encoumberance is no fun: You usually control the main character and pick up everything you see with him and the main characters inventory gets overcrowded while the other party members have barely anything within them. Result: Tedious item swapping to balance encoumbering.
=> During combat you can access the inventory of every character even if he/she is not even in the current chain and miles away. As a DM I would at least require them to stand close together or use an action. I remember that even in DO2 something like that was not possible during combat. But if individual inventories are not even separated then why even have them instead of a party inventory? Either lock other characters out of the inventory or create a party inventory. The current implementation has no benefit for player.

My suggestion: The looting/encoumberance problem is solved when calculating encoumberance on a party level. Sum up character thresholds to do so. Keep the individual inventories but lock other characters out during combat. Or do it like Pathfinder Kingmaker and define a personal inventory which is much smaller and contains what you have currently equipped as well as a few consumables for combat combined with a party inventory for loot. Or let anything marked as Ware count to party inventory but being not usable during combat. There are a lot of possiblities that do not require a big rework of the inventory system but do really improve it.

3. Merchant stuff

=> There is no reason why I cannot access the chest content of my camp during trading when I can access the camp at the same location. I understand if thats not possible in unsafe regions (enemies nearby). But if the current way is fast travelling to camp and back just to get the chest content to the trader then there is no actual gameplay benefit for the player. We should be able to have the inventory of our chests displayed during trade.
=> Why can I only trade the inventory of the currently speaking character? Again I understand it for Multiplayer to a certain degree (but why would I play with someone who intentionally tries to cripple me) but for Singleplayer it actually makes no sense at all. Just tedious and nothing else.