Keep in mind that the itemization in BG3 had little to do with actual D&D but was very much Larians own design with some D&D constrains.
That's definitely not true.
While Larian definitely chose to add their own flavor to itemization (especially with items that had odds synergies and conditionals for use) it was NET departure from what they did before.
I hate random loot with random stats, so I'm hoping this is something Larian will avoid. Constantly having to evaluate and swap out new pieces of gear seemingly after every encounter is exhausting.
Yep, that's exactly how I feel about it.
And while to be clear I'm not a big fan of this type of "looter shooter" style of itemization even in Diablo-like games focused on random, respawning enemies and grinding... I can't genuinely stress enough how much I despised experiencing it in a party-based and story-driven game with a finite number of encounters AND with a steep power curve (which basically forced you to refresh the equipment for the entire team every hour or so or fall behind the power curve).
Not only it was annoying in itself, but it also made every single item you found feel worthless and disposable. Even when the absolute best up to that point.
Oh, and on a side note I fiercely dislike color-coded loot too, but I feel like that's a battle lost a long time ago.