No, that’s not a bad point either. Seeing a list of twenty items when you take inventory is also a little disruptive, if only because the list is so long that it draws attention to itself. Maybe the solution is not to have the characters be such kleptomaniacs? Peter said that he hopes the NPCs remark on EEAtheist’s inventory piling, but you’d also expect them to remark on your picking up everything that wasn’t nailed down.
(I’m reminded of a point-and-click game – I won’t name it, for spoilery reasons – where the last puzzle is a climactic fight with a big boss where you have to
hit her with a bowl of peanut noodles you’ve been carrying around all game. Because she’s allergic. (You know this because you’ve also been carrying around her epipen, which you use to save her.)
That was a bit immersion-breaking, though the (considerable) appeal of that game was more in the art and the atmospherics than in the idea that the story made sense if you thought about it hard.)
Another thought is that simulation and immersion can be in tension. If the players have to deal with something that’s realistically simulated, it draws a lot of their attention, and that can take them out of the flow of the story. “Realism” in fiction is more about the flow than the realistic simulation. This is just a longer version of zarf’s point about using hassle for artistic effect.