Most of the "little" magic items indeed don't do much by themselves, they are intended to compliment other items and class features. So, if you can't think of a use for an item ( and some of them are VERY situational ), just sell it.
As an example of good "little" items, I have Karlach kitted out with a helm that gives her 3 rounds of momentum ( i.e. increased movement ) at the beginning of combat, "crusher's ring" which increases her movement by 3m, and items that allow her to cast "Jump"/"Misty Step" once per short rest. Together, these greatly improve her mobility, which is very important for melee-focussed builds.
Obviously, if markedly better items become available, I will use them, but until then, the little ones can be useful.
I would also point out that magic-item scarcity is mostly a matter of personal taste, and has only really appeared in the most recent rewrite of the forgotten realms sourcebooks. Any mods aiming at changing the character of BG3's magic item roster should probably allow for a range of options to suit different tastes.
This discussion is a little tangential to the topic, but I have a couple of issues with Larians itemization too. First of all, they left out attunement, so a melee'er can have magic weapons, armor, two rings, cape, helmet, bracer. Loading so much magic gear on a fighter or barbarian makes him eclipse casters by a landslide. It should be 3 items, no more.
It's cluttery. So many small things that may, sometimes, be kinda useful, is quite "meh". It's a lot of clutter for intangible impact.
Some of the 'minor' abilites competes with class abilities. If I can give anyone momentum, a rogues ability to dash with a bonus move suddenly doesn't make a rogue the premiere combat mobility unit. It's whoever wears this hat, and there's a reason why the fighter isn't supposed to be super-mobile.
I realise that a DM can handpick items useful for his group, whereas a PC game can't, and so when making a game there's a tendency to add a magic version of all weapons because maybe someone really wants to use a glaive and not a sword; or a magic thingamajig for all builds, damage types, etc. I think this is a mistake, and instead they should have used the Adamantine Forge approach a lot more. Give me a few limited opportunities to pick exactly what kind of item I need for my group, but make it a wide variety of options. Less clutter, less OP'ness, the same customizability.
I am half-considering making a "mundane BG3" mod and strip out most items just to see how it plays with less gear and consumables. I find the game to be reasonably easy, so I think it might a good way to make the middle difficulty option feel right, give power back to casters, and reduce overall clutter. Also some gear is just stupid OP that should not exist in it's current form.