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I would hate this feature personally. I tend to have mining as a low priority job for several characters so they will fall back to mining when they have completed other tasks, usually something short term like farming or filling an automatic machine. This would cause them to be constantly completely overburdened with a full inventory and be incapable of doing other duties.
When space does become available, they would move at a snails pace away from the mining node to the storage, drop off the 1-5 ore pieces replacing that which had just been removed from storage, and then move at a snails pace back to the mining node while still 90% full of ore. Your problem of constantly moving back and forth has just been pushed back by 2 minutes and amplified by reduced movement speed.
They would also be practically incapable of defending themselves while so overburdened. Also, as mentioned, they would all starve. The amount of micromanagement that would suddenly be required to keep their inventories clear would be unbearable.
My first playthrough I had a weapons crafter and two armour crafters in a bug house in Stoat and ended up with 2 iron plate storages and 3 cloth and leather stores so I wouldn't have to worry about getting the rescources all the time, just stock up and be good for a while. But the characters kept getting stuck in the mess of storages in the building. So I said screw this and raised the amount the stores can hold to 200 so all you likely need is 1 container.
If it makes for micro management I mod it out of the game.
but thank you all for you awnsers