My latest suggestion is to implement a new Inventory Tab setup. Weapons and Armor is one tab, then Potions and Magic Items (like magic rings, cloaks, necklaces, etc.), Key Items (story items), then Books, Keys and Tomes, then Food and Drinks, then Wares (like knives, forks, spoons, plates), then Miscellaneous and then an All Items tab.
When you pick stuff up, because I'm also kind of OCD in games where I feel I have to pick up everything by nature, items are automatically put into these categories. This is kinda what they already do. However, what I'm suggesting is that each category has a Drop All button and a Sell All button. When not at a merchant, the Drop All button allows you to drop everything in that category unless that item has been placed in a backpack or something similar. Items in packs can never be just all dropped or all sold so that you give backpacks a special organizational purpose. Want to keep 10 apples and dump the rest of your food items? Put the 10 apples in a bag and then hit Drop All on the Food and Drinks tab.
Same with Sell All. That way, if I want to carry a bunch of useless junk on me and sell it all, I can just go to the merchant, open up the Wares tab and Sell All. Done.
Add to this a Multi-Select feature, and you are golden on inventory management.
I still think weights should be set to true D&D 5e weights, though. A suit of Ring Mail should weigh 40 lbs. A character should only be able to carry up to 5 times their Strength score before becoming encumbered (-10 feet to movement per round). This should include the equipment you have equipped. So if I only have a Strength of 10 and I'm wearing Ring Mail, I should only be able to carry 10 more lbs of equipment before I'm encumbered. I shouldn't be able to carry 3 suits of Ring Male plus wear plated armor and still not suffer any consequences. I certain shouldn't be able to carry around and throw a 30 lb barrel of water if I only have Strength 10. Limits make the game more fun and make some things more special than others. If my character with Strength 10 can pick up and throw things that a character with Strength 18 can pick up and throw, and can carry roughly just as much on them, then my Strength 18 character isn't as special.
I will admit, though, that my idea about limiting slots may be a bit unfriendly. I tested it out, and it does get a bit clunky and frustrating. You have to constantly switch characters when picking stuff up because your main's slots quickly fill up. Limiting slots, thus, makes it more boring instead of simpler. So I say fix the issue with correcting weight values and carrying capacity, just like standard D&D 5e rules. Corrected weight limits and carrying capacity fixes the issue of people carrying too much anyway without limiting slot space and thus making it so players have to constantly switch characters when picking stuff up.
Oh! And we REALLY need an Auto-Search feature so I don't have to play a Hidden Objects game in every pixel of the game in order to find all the cool stuff. Set difficulty rolls for Perception. Whenever a character comes near ANY item that is a weapon, armor, magic item, potion, key item, books, keys, tomes, etc. the game secretly rolls for the characters. If the character succeeds, the item appears and is highlighted so the player can see where the good item is amidst all the useless junk in the room. I don't mind if you keep all the useless junk around for all the hoarders out there. Just make it easier and quicker for players to find cool treasure if you do keep all the junk. I've played almost 300 hours now, and I'm still stumbling upon things I didn't find in previous playthroughs and I'm STILL having to waste a ton of time searching every pixel of the game to find everything, and I'm STILL missing stuff. It's very tiresome. I didn't really enjoy this kind of searching in my first playthrough, and the more I'm playing the game the less I like it. Even if you just make that a setting of some kind in the Options menu that players can turn on and off, give me something to make the game more fun and less tedious.
I played through recently with a Druid and just ran through picking up obvious items along the way. What I found is that it was a much more fun and exciting paced game. Since I mostly know, now, where everything good is, I can zip through and pick stuff up that's important and move on without searching all the containers. The pace is MUCH better, and guess what? You still get about the same amount of gold at the merchants by selling only the important items as you do if you hoard everything and sell tons of useless junk that you spent hours micromanaging.
I'm just saying. The game is more fun when you aren't strapped down with picking up, sorting, resorting, redistributing, resorting again, etc. all the hundreds of items you pick up and then selling them 1 item at a time at a vendor. So give me something in the game to just find the good stuff and make it so I can shed all the useless crap easily so I can just enjoy the story and not have to be an inventory manager as a full-time job. lol