Or is this some sort of OCD type thing, where if every peg is not the same height it makes you uncomfortable?
Ah, the old, "well, maybe you're just weird in the head" form of dismissal. How about we step away from such characterizations, please?
Interestingly, there are games that don't have notable mechanical differentiation between various tools.
In certain FATE-based games, for example... a gun is a gun. A pistol, a rifle, a machine gun - *none* of them actually do damage. They just enable the character to use their Guns skill, which then does the damage. Similarly for melee weapons - to first approximation, what it is doesn't matter, because the damage is really done by the character's skill.
Differences between forms of equipment only come in on the second approximation. A character may be able to spend a fate point to gain a bonus to lay down cover fire with a tommy gun that he'd not get if he was using a snub-nosed revolver. He could still pull the same maneuver with the revolver, but he might not be allowed to spend the point for a bonus.
Why do they do it this way? Because having all that mechanical differentiation can be a pain in the neck to keep track of, and it encourages the player to think about mechanical optimization, in a game that really isn't about mechanical optimization. The game doesn't even pretend that it has statistics to cover all the game events the players might take, and instead leave that to the narrative sensibilities of the GM and players.
So, there's one possible answer for you - if you are trying to play a game that *isn't about* mechanical optimization, not enabling that can be a reasonable thing.
Now, using D&D for this is kind of like using a hammer to drive a screw - you can do it, but it isn't what the tool's built for. But let us not speak as if wanting to drive a screw is somehow weird.
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