Here's my take, after 42 years of playing D&D (and only slightly fewer playing computer RPGs of all types:
1. Many people have said the core thing: Logistics is only interesting when it fails.
2. Like not finding the first trap, logistics failures lead to obsessive over-planning, which can be the height of "unfun".
Currently, my solution is not unlike others I've read here: Occasionally impose #1 for story interest, and most dispense with #2.
Easy example: I was playing DDO last week, wasn't paying attention, and ran out of Thieves Tools in the middle of the adventure (they are a consumable, stacks of 50, use one per attempt). Silly me. But the rest of that adventure, I needed to figure out ways around the traps, and remember which ones were still armed (due to some clover-leaf backtracking). When I got out, I went right to a shop and bought 200 more! This became an issue later, as it used 4 of my precious FTP 40 inventory slots, which is another aspect of Resource Management.
PCs, after adventure #1, generally are never in a bind on what they can afford, only what they can carry. And usually, due to magic, don't need to worry about that after level 2 or 3. Why carry a bunch of miscellaneous tools when you can craft them out of ice, conjure them whole, or reconfigure your pet dogbot to have a lockpick tail?
One of my players offered to try using an Ammunition Die for her hand crossbows, just to see if there was some fun to be had in the occasional "oops, out of bolts!" moments that might pop up. Never happened in 6 sessions - she did resupply a couple times from fallen foes - and she doesn't bother tracking it anymore.
CRPGs use inventory space or carry weight to (try to) limit how much loot/gear you can reasonably truck back to the merchant. (or to microtransaction sell you inventory upgrades) "Yes, all 20 temple guardians had full plate armor. Yes, it's worth 1000gp a suit. But Aha! it weighs 50 pounds each...." Player: "Okay. I can carry 2, the lesser bag of holding can carry 2 more... I'll just make 5 trips. Because I can." So was it really limiting? [DDO again, can't leave the dungeon without penalty -- so I start dropping the 5pp potions so I can pick up the 50pp gems... and then start dropping the 50pp gems so I can pick up the 2000pp magic weapon.]
Is this fun? Not really. I pack an extra 100 arrows (what, 20 sp total), can we move on? We all carry 2 weeks of iron rations, and buy fresh food in towns. The DM makes a comment on day 2 or three of the journey that the fresh food is gone, and we move on. I had a torrential rainstorm (and a bad Survival check) ruin their dried supplies; the ranger hunted, the dwarf fished, a day was lost... and we moved on. It was interesting, it was handled, and then we moved on.
Darker Dungeon works on resource management because it artificially restricts your resources. You get 8 things. Torches, camping gear, healing potions, bandages... you get 8. And the dungeon will demand you use a (somewhat randomly determined) dozen or more. Whereas PCs in a game are going to each be carrying multiples of all of them... and we move on.
So after all this time, I've come down to "I work with the CRPG's restrictions", but in games I run, resources will only matter when the story - or the realistic weather, because I do that - makes it matter in a reasonable situation. Your characters (after level 1) are assumed to have reasonable supplies. the STR 8 rogue is not carrying backup grappling hooks, for example, but I'm not watching or caring about that until she loses one! (Which did happen when running into a laser-shooting golem while scouting alone...)