I have my problems with the scrolls, as well as with some potions, bombs and elixirs.

I use healing potions and some poisons, as well as arrows, much more, until all the time.

There are several reasons for this.
Consumables have a tendency to run out and you are more inclined to save. At some point, you've been saving for so long that you don't even notice them anymore, or they've lost their value.

They are also a big part of micromanagement, which is always a problem.
I don't particularly like too much clutter, especially not when it gets cluttered or fills up my strips.

Above all, it should be practical, well organized and easy to use in all aspects.
So it should sort and stack itself easily.
It should be generously stackable.
It should be very clear and easy to use.
In Pathfinder 2, for example, there was the scroll sage.
The idea of the class was nice, but the implementation was terrible, also because the scrolls could only be put into the slots one by one and you had to refill everything by hand etc. all the time.

So in short, things definitely need excellent accessibility and playability.
They definitely need to be useful and make the gaming experience cooler, not more stressful.

But there is always the matter of transience.
Anything that gets used up and doesn't seem to be infinitely refillable, or is automatically part of a class idea, like a spell scroll sage, who has to and should use the spell scrolls heavily as a class idea, tends to be saved until you no longer need it.

I don't just put that aside in my behavior.
And then there's the question of usefulness in relation to enjoyment of the game.
If it becomes a burden due to too much management, then it significantly disrupts the flow of the game and makes things unpleasant.

That's why it's always better to incorporate certain mechanics to keep it good and fun on the one hand, as an enrichment, and on the other hand not too annoying and busy.

In other words. Elixirs last a long time, beyond battles. The same goes for applied poisons and oils.
Bombs and traps must be simple and easy to place/throw in the flow of the game and strengthen the class idea rather than weighing it down.

Then they can also be rarer and emphasize a profession system more. But you should have to specialize per character and not be able to do everything in order to create more depth. But at the same time, the items and mats shouldn't be too rare, so that the whole thing doesn't become too economical again.
At the same time, the game shouldn't feel like a collecting marathon.
I hate it when I have to keep picking up a flower, mushroom or ore every 10 meters.
I'd rather collect fewer resources, but 10-15 mushrooms/ore/flowers per source so that it doesn't get out of hand and still works well.

You can also make all mats purchasable only, but then you have to run the whole thing via money and bring it to a good level here.
But then there will again be competition with items that you can buy and other essential things like healing potions or food, repairs, ammunition or something like that.

Finding a good mix, packaging it well into class ideas and making it easily accessible and clear is the most important element.
If it's really needed, then it has to be fun and not a chore.