True dat.So, I'm playing a rather difficult video game at the moment, and, for me, all the consumables you pick up I mostly ignore. Because they are small effect and honestly, I'm better practicing deflect + punish to get better at the basics rather than spend the mental effort deciding whether to use a Fistful of Ash on this boss.
But that's just me -- a boss I fight by practicing dodge and taking my time with, another player is blowing snap seeds and long sparks and using them. I don't really have a problem with other people caring about consumables when I usually don't. It's the same for me in role playing games. Talismans seem of minimal use to me, so I'm not excited to use them, but others will have fun getting that last possible bonus. It's not like once I decide not to bother with talismans I have to spend any more effort. I can just happily ignore them.
I guess I can still GM Pathfinder since I can just... never hand out any Talismans, and nobody will ever bother to purchase 'em.
Mind you, I still harbor a deep grudge against the dev(s) that wasted not only half a dozen rulebook pages, but a cool concept too. Talismans could have been so cool - imagine if they were meaningfully connected to the Occult power source, and had some smidge of cool story background.
Even if they lasted a full minute I could buy their little fiddly powers, and how you must muck about beforehand setting them up. Getting 50% more speed or better pushes or fear bonus for a whole encounter is at least narratively perceptible. It's much more like a proper magic item, that provides a bonus that really changes something. It would definitely help me in not associating the game with the bland beige boring crap that was magic items in 4th edition.