A Title Much Cooler Than Anything on the Old Site
I think my "problem" is that I like to try out a lot of ideas. Some of them don't work well in actual play.I try to stick to my guns on restrictions unless they become redundant - an example is in my previous campaign I initially banned Monks, but by halfway through I had redesigned the class from the ground up and so I found an in-fiction means of introducing them so they could get a run out and I could see if the redesign stood up.
For example, in THEORY, I like the idea of making spell components matter and building adventures around finding spell components. But in PRACTICE, players don't like the bookkeeping and I've got enough on my plate as a DM that I basically let it slide for except for components with a price. INSTEAD, I've found that adding a subsystem where players can harvest components from rare and unique monsters, etc. that will give special boosts to spells to be far more rewarding. While there is bookkeeping, it is basically entered as a consumable in D&D Beyond, like a potion. They are also more rare. Like potions you save them for when they mater. But the same never seems to work with components for day to day spell casting, even with digital tools. having to find and track adders stomachs, powdered rhubarb, bits of sponge, etc. for frequently-cast spells quickly wears thin. Best to keep the component quests for creating magic items, special potions, etc. any only every few sessions. Maybe it is fun (for some people) to run around picking flowers all day in CRPG, but in a TTRPG, I find it is best to treat components like personal hygiene and defecation. You just assume its going on in the background. No need to spend IRL time role-playing it.
I've got a lot of rules like that. Seemed fun until they hit actual play. But I still try different rules because occasionally they turn out to work surprisingly well, like XP for GP.