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The most immersive inventory you'll ever see was the one in Alone in the Dark 2006, and people incessantly complained that they couldn't see enemies while rifling through their jacket pockets, that the interface was unintuitive, the limitations were too steep and so on. It WAS immersive, but that immersion came at the cost of fluidity and intuitive inventory management. It fit a survival horror game nicely but any game involving fast-paced action would suffer from the slow nature.
A fully immersive inventory (something I've designed and redesigned over the last decade, both on paper and in various game engines because immersive inventory systems are a passion of mine) is often quite frankly frustrating in terms of gameplay and controls, technically poor from a design standpoint and usually an overall negative to game flow. Much like all the poorly implemented hunger/thirst/fatigue systems in so many survival games, they have to fit the game they're a part of and be a central mechanic to be anyway successful.
Hitman's inventory is a solid, intuitive and flexible way of dealing with the problem of item hoarding in a fluid and easy to access manner. I'd love to see the AitD system prototyped further by passionate developers like IOI, and think it COULD fit Hitman perfectly well, but as previously mentioned the game flow could very well suffer from including it, and Hitman is ALL about flow.
You got two states, Concealed and carrying if you're concealed and switch with the mousewheel or keybind you switch to that item still concealed so no one panics, If you are carrying you will switch to the item in the open since you probably don't care if people see by that point.