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Picking the color of the chest would be far, far more powerful than rerolling. It condenses the item pool down to a minimum to the point where you could pretty much guarantee a build.
Its not gonna happen.
I can fully understand not wanting any way to adjust rng in your favor, but the fact that the items are either *really* good or basically do nothing leads some runs to being extremely strong while others are like hitting enemies with a pool noodle. Getting stuck with 3 completely disconnected items makes that first boss much tougher than it would otherwise be, even if you've gotten used to the attack patterns.
Most roguelikes have at least some way to influence the items you get because the items tend to be the core of the game's replayability. Getting bad builds happens in every game but they tend to stick with the core of either skill, rng, or both. A game like Risk of Rain leans heavily into the luck side of things while a game like Dead Cells falls more into the skill category. This game definitely leans into the skill category more than luck, but the rng is ten times worse than any of the luck-based ones I've personally played.
Again, not necessarily saying you're wrong about it incentivising making specific builds instead of adapting, but it feels like there is literally no way to influence or adapt to the way your build progresses. You're basically railroaded into either a really good build or one that doesn't change a thing.