Arrow tracking matters if your D&D game is about dungeon survival or emergent gameplay.
Arrow tracking doesn't matter if your D&D game is about monster fighting or storytelling, though.
...
Patching one kind of game into another kind of game via magic items is not a great idea. Better just to discuss resource management in general in the DMG and let groups decide for themselves for a particular adventure if they care about it or not.
Absolutely true... and I really don't get it why it is so difficult to understand by the gamebase majority as well as the designers... D&D after 50 years and countless editions has grown into a multitude of games, it is played very differently at different tables, and each table has its own style, at that means a series of topics independently.
So why is it so difficult for designers to present the game (PHB+DMG) more clearly as a
toolkit where a lot of things are optional, instead of trying to set a default?
The game is full of stuff that the group has to decide, do we want to track this? Ammunitions, food/water, light sources, minor mundane tools, weight and encumbrance, spells components... it is even possible to decide not to keep track of gp!
But then they put spells or magic items that work as an "off-switch" for the whole thing. I am not sure these kinds of items are actually useful for almost
anyone: those who aren't tracking ammunition don't need a magic item that provides endless ammunition, and to those who are tracking ammunition because they think it's fun, the item will take the fun away.