I Really Like Veilguard's Inventory - Minor System Spoilers
Veilguard has loot, but I feel like it bucks the trend of the last decade or so of RPG design (I wonder if there's something deeper there...) in that it's not about filling your inventory and comparing trousers. I don't know if they cribbed it from somewhere else, I haven't played every game, but I really like their implementation - with some caveats.
There are really two inventories in Veilguard - Equipment and Junk, and both are improved over its predecessors.
Junk
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Junk is not new, and has been in the series since since DA2 I think - there are items you can pick up that exist solely for flavour and to be sold to vendors. In DA2 and DA:I they also take up valuable inventory slots, which I think is intended to encourage the player to "return to base" and sell stuff, interact with shops more. The problem is that it's a massive ball-ache.
Nobody likes finding a nice new pair of trousers and having to drop something to make room for it - it's a fundamentally irritating system. So Veilguard bins the inventory limit like a player installing their first mod, but this leaves a problem - the junk no longer serves any mechanical purpose beyond trading it for cash, so why not simply give the player cash? Ok you'd lose some flavour-text, but junk items rarely make good use of that anyway.
Veilguard solves it in 2 ways, both using the Faction System.
I won't go into detail, but Veilguard contains a handful of factions the player can curry favour with, and one of the ways you can do that is by selling your junk to them. This immediately removes the no-brainer aspect of immediately selling all your junk at the first shop - sure you'll have cash, but maybe you could get some favour elsewhere if you sell with a bit more care?
They also have certain items be worth more to certain factions - they'll pay much better for trophies of their enemies, and the like.
This strikes me as a super elegant way to solve the no-brainer junk-selling problem, keep junk relevant, and also soften the harshness of a faction-system that does require a bit of care to keep favour high. It's very video-gamey, but it works cleanly and kept me thinking about my selling decisions all game, right to the very end.
Equipment
This one might be a bit more controversial - in Veilguard, they've done away with the traditional loot system altogether, and instead each class has a pool of a dozen or 2 of each item type - a bunch of swords, shields, staves, robes, hats, boots, etc. to choose from that stay broadly the same in purpose throughout the game, but they have 2 power tracks - Level and Rarity. Level is just how big the numbers are, Rarity has 5 levels that unlock traits - special effects like "does 40 points of fire damage" or "enemies drop more gold". After a while, you stop picking up new gear and "finding loot" just upgrades the rarity of the stuff you already have, unlocking extra powers.
This drastically reduces trouser-comparison, because when I see I just picked up "Fire Sword -> Epic - Now it makes folk explode" and I'm doing some kind of Ice thing, I both don't need to consider it or remember to sell it later - it's just in my inventory if I ever decide to do the firey-explodey thing later.
There are some Unique items around to break the rule, but I generally found them to be fun gimmicks that you might be want to build an entire character around if you're some kind of sicko, nothing I was super keen to use myself.
Getting to just settle into a build is SO MUCH nicer than having to weigh up "28 damage, +15 attack, +2% attack speed" against "25 damage, +4 fire damage, +5% fire damage" every time you loot a corpse - can you tell I've been playing DA2?.
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The Downside
I'll be honest, I barely touched my equipment between hours 40 and 70. I pretty much found a build I liked, took perks that improved it, and used the same sword+shield+abilities for the entire mid-late-end game. This isn't a massive problem with the game balance, I really enjoyed the build I made, but there's a certain euphoria in the RPG experience of End-Game Loot - finding a staff that automatically melts undead or a shield that has a magical explosive shield-bash skill attached. That shit's fun, y'know? In a sense, I had fully explored Veilguard's combat system half-way through, and was just executing on it for the next 30 hours.
I beat an end-game boss at the 40-hour mark because the numbers were only really going to go up so much from there - I had all the mechanics unlocked. That felt good, but it was quite a grindy fight with such bad numbers. There was no point waiting to do it later, because I knew nothing major was going to change about my combat options and I had a winning strategy.
Overall though, this system is a massive improvement over the old way of doing things. They just need to get a bit zanier with the Unique drops - they seemed extremely balanced by all having massive downsides, and I don't know that it's necessary to do that with RPG gear. Not that this is an RPG, really.