I just (as usualy) see that as players decision ... not the system.

I mean there is no way the game can force you to do anything, they can urge you at best ... everything else is on your head. :P
Again. Treating games like it's some kind of choose-your-own buffet does disservice to the medium. Everything that is in the game is relevant. Having too much stuff is just as damaging and having too little. Editing in gaming exists and is needed just as much as in other mediums. Any addition to the game has positive or negative impact on the experience.
Assuming crafting will be the thing, it's speculative implementation impacts both exploration and inventory management - whenever you decide to engage with the system or not. And possible encounter balance later down the line. How one acquires new stuff in the game is an important design that will define the experience.