I also think they might use trash loot as ingredients for crafting. Could be wrong, of course, but once they get the crafting system implemented, I suspect a lot of useless junk won't be as useless anymore.
Just for the record this just aggravates the problem, since it increases the number of items players can't feel sure about and are factually encouraged to hold to.
Which makes even more important for the game to mark CLEARLY and automatically what types of items are "vendor trash" (or "wares", as they call them here) and have no other use than weight you down/bein sold.
Also, at some point as a designer you have to start questioning your own work and decide how many types of non-stacking unique foods, plants or what else do you really need before starting to self-sabotage the pace of your own game.
One example I made very often in the past is what a better game The Witcher 3 could have been with few significant changes to its itemization (and without arbitrary levels just to inflate numbers over time, but that's OT now).
Imagine if instead of having hundreds of plants at every corner one could gather everywhere the game gave you only the genuinely rare and useful ones every now and then that would unlock significant alchemical upgrades.
Imagine if rather than having your "witcher sense" lighting up the whole fucking scenario as a christmas tree because there were alchemicals and gems in any farmer's drawer, we had loot only when it mattered something.
Etc, etc.