I think I can help you here.
The system we use is this:
Whenever an item is found, whether magical or not, that's to go into party treasury for later claiming or sale, it gets a unique item number. I-as-treasurer (when I play I usually end up as treasurer) note this item number down on the party treasury sheet, along with whatever we know about it and - if relevant - who's carrying or using it.
The DM, meanwhile, has a sheet going on which is also recorded the item's number at time of finding or purchase, along with what it is and does and sometimes where or on whom it was found or purchased. (this sheet is also the DM's adventure notes and log, so it's not something that's ever going to get lost).
What this looks like in practice, partway through a campaign/adventure:
Player treasury:
157. Longsword (cl 3)*, elven runes (Lanefan)
158. 3 gems, nice
159. Wand? (cl 3)* from MU's desk (Mialee)
160. Various books and papers from MU study (Mialee)
161. Book (cl 5)*, evil? (Aloysius)
DM adventure log:
157. Longsword +2, +4 vs Dwarves, ancient Elvish runes "Shear the Beard", only Elves can use
158. 3 gems, 550 g.p. total
159. Wand: Paralysis, 45 charges, rechargeable
160. Books and papers <
placeholder; if these are important there'll be notes elsewhere about them>
161. Book of Vile Deeds
Treasury isn't divided for real until we get back to town; it's considered to be party possession till then, on loan to whichever character might be actually using it at the time. The DM relies on the players to track who's carrying what; if they don't and it becomes relevant, then it's random.
When characters claim and receive items from the treasury on division the players are expected to record the item numbers on their character sheets, along with what it is. That way, if there's any question some years later about what an item is or does, the DM has half a chance of being able to look it up in the archived adventure notes.
If it's of any use, here's a link to an example of a recording sheet that would be used by the players:
Treasury Recording Form
* - where it refers to "class", that's our numeric expression of whether an item radiates as faint-weak-moderate-strong-very strong-extreme when hit with
Detect Magic, on a 1-6 scale - easier to write a number than the words every time.

Also, the g.p. conversion values on the form would have to be adjusted to suit each campaign's currencies.