It's a related issue, but not the same.
In the majority of the games I've played, keeping track of ammunitions/rations was not our cup of tea, but at the same time "retrospectively" decide that you have a few caltrops or a telescopic pole or 50ft of rope in your backpack also was not our cup of tea. They are both related to planning ahead, but the first is focused on quantities while the second is focused on functions.
(Incidentally, I liked the Kender in the playtest packet as a possible exception to the idea, backed up with a narrative explanation)