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EDIT. Oops, hit post too soon!
The developers designed it so that you need to make everything using belts before you can switch to "easy mode". Its progression in its most basic form. The yellow chests are where robots will put stuff that you drop into your inventory's "trash slots".
If you convert your entire mall area into red, passive provider chests, then you can set up requests in your personal inventory. Bots will ensure you never run out of those items!!
Logistics robots are only capable of providing items to the player and taking items you don't want into storage chests at that point but it's already pretty useful if you set a "mall" that uses passive prodiver (red) chests for belts, inserters and so on so you don't have to go there every time you need more.
Granted, it is a bit more setup work (which is mitigated, if you blueprint it and carry it over to the next map). But it also has its merits, which may be sublte. If you don’t value these, ignore my post and go with the common solution.
Instead of passive providers at your mall, use yellow storage chests and use their filter slot to lock them into the product dumped into it via the inserter.
Then take a logic wire (red/green), connect the inserter with the box and set the inserter to only work, if the product amount is below a certain threshold.
That way, deconstructed items get placed into the same box they were taken from when constructing, instead of a different one.
I obtain this same functionality by having a passive provider's inserter programmed to only insert how many of a thing I want, and using buffer chests to request raw materials needed for that thing.
You need to use conditions so that raw materials are not crafted when they are already available in a buffer chest, but that's easy.
Still, this solution only works once you've progressed further through the tech tree.