How are you listing things in a container? By default, I will say that Inform can group things while examining containers.
The garden is a room.
An arrow is a kind of thing. There are 12 arrows in the garden.
The chest is a container in the garden.
Are you just saying a list, or are you “listing the contents of”? Both seem to have decent luck grouping things, though the latter option might help you in other respects.
You can see this in the code of the Print Standard Inventory rule, for instance:
Carry out taking inventory (this is the print standard inventory rule):
say "[We] [are] carrying:[line break]" (A);
list the contents of the player, with newlines, indented, including contents,
giving inventory information, with extra indentation.
I recommend reading through the Standard Rules extension, which all Inform 7 games include by default. It helps to pinpoint the source of a desired (or undesired) behaviour so that you can bend it towards your own ends!
Edit: As you can see here, the listing behaviour is actually robust in this respect. Even if I change the traits of the arrow, change its printed name, put new arrows in, put non-arrow things in and then new arrows, it adapts just fine. I’m curious what kinds of arrows you are using, in addition to how you are listing contents.
The garden is a room.
An arrow is a kind of thing. There are 12 arrows in the garden.
The chest is a container in the garden. A rock is a thing in the garden. The ball is a thing in the garden.
When play begins:
let L be a random arrow;
now the L is scenery;
now the printed name of the L is "golden arrow";
move L to the chest;
move the rock to the chest;
Carry out examining the chest:
say "[a list of things in the chest][paragraph break]";
list the contents of the chest, with newlines, indented, including contents,
giving inventory information, with extra indentation;
rule succeeds;