Look different groups have different tastes when it comes to gaming. It just so happens that there are more people who want to play Risk than The Campaign for North Africa. That's not an indictment or even saying one approach is "superior". If games streamline concepts like carrying capacity, rations, torches, equipment breakage, or ammunition, it's because the developers believe the people who play those games will enjoy the experience more. If that's not true, they're perfectly welcome to switch to a game that has these features or houserule them in.
In my Tales of the Valiant game, I have a Mechanist (a Martial Artificer, basically) who uses a pistol. He took the Augment that allows him, just like a 5e Artificer, to fire magic bullets and never have to reload or worry about ammunition. I'm currently pretty laissez-faire about tracking ammo after experimenting with it in my last game, only for the system I created to obsolete itself the instant it became a nuisance. However, due to this thread, I asked the Mechanist player if it bothered him that I'm not really asking anyone else to track ammunition, when he devoted a character ability to not have to.
"Nah, not really, I mostly took the power since I knew there wouldn't be many magic guns around, and this way I never have to worry about black powder getting damp, or exploding, and I can use a shield in my off hand. I'd rather you didn't start hounding people about ammo just because of me. It saves me an Augment I can use for other things, because if you did make it harder for them, I'd just use it on their bows as well."
So for my group, at least, I think I made the right choice. Worrying about these things would make the game feel more "real", I suppose, but for my players, it wouldn't make it more enjoyable.