That being KEYS.

It's something of a trope in game design, but when you think about it, the lack of keys in games is very strange.

Like, people will have locked chests in their homes and... There won't exist any key for them.

Outside of very specific story related doors/containers that can't be lockpicked due to "Requiring a specific key" (Which is asinine as that's literally the concept of locks and keys... Which lockpicking is a way to bypass by exploiting vulnerabilities inherent to lock design). Keys seem to never be a thing that exists.

It's probably at its worst in a game like Skyrim where people will seemingly keep lockpicks in their wardrobe, but won't have any keys despite having bunches of locked containers within their homes.

Having keys to every lock, both makes sense for immersion, but also opens up gameplay opportunities. Instead of having to level up lockpicking, you can eschew it in favour of just... Finding and acquiring the keys to the locks.

On a somewhat related note, is the concept of random locked chests in the middle of nowhere. Yes, it is nice to reward players for exploring with nice loot... But c'mon... The logic that is being shown here is laughable. Someone apparently hauled this chest into a random location, filled it with valuables, locked it, destroyed the key and then just left the chest there forever.

A bit more thought can be put into making more sensible appearances of loot in obscure places. Which can also be used as environmental storytelling.