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Because you have a character that can see item descriptions before picking them 'up. You can pause the game and look up online the item, before picking it up.
And you can ban items that you don't like.
This all seems a bit convoluted. Why not just allow characters to drop items? It adds to the options available to the player in any given situation. It's obviously situational and unlikely to be useful in the majority of scenarios, but having the option is better than not having the option and getting some "Well, you shouldn't have picked it up" answer. A player shouldn't be forced into playing the game a certain way, that's hostile and inflexible.
It's like not allowing you to exit the start menu by pressing B (or circle), and forcing you to press start. It's not a big thing, but it's irritating to get used to using the same button for the same function in 95% of games and then being forced to use a button that you aren't conditioned to use.
A few of them would be those, which give additional health, shields, pickups and co.
Do you want to create extra exceptions for those? Because this would make it unintuitive and not fun at all to figure out.
This is something you have to understand: game design choices like you proposed are quite a big issue when you try to implement them. On top of that it is questionable if those are even good decisions to begin with.
edit: just so you understand, not picking up items is also an choice most are not aware of.
That's quite a good point. I hadn't considered the degree of interactions between items and pickups and weapons that could cause game-breaking exploits if someone figured out they could drop a 2 shield item and pick it up again to keep infinite shields. Still, most games with that kind of functionality write that in. In this same genre, Enter The Gungeon has the gun and active item drop mechanic that seems to have written in exceptions for those items if one happens to be picked up in the current playthrough, any additional temporary bonuses can only be received once.
I recognize this game is not that game, though, and, as you say, game design choices are often quite intentional, but it still hurts lmao