No worries. Let me refocus then.
This above is that part that I curious about. Which games do you play often that do resources badly? There is much talk in this thread about what people like and don't like, so that is valid to consider - it can give a perspective on how a player defines bad. And if we talk about what seems to need constant correction, it is just as valid to ask "are we correcting something we should actually consider removing?" So instead of complaining I am offering up ideas and questions of "ok, so what are we going for here, and why is it not working for game X, or person Y?"
I dont find any of this useful for discussion of ressources in systems. The "why dont we remove it" is always just coming from people not liking something, and not bringing value to the discussion.
Also these "ideas" sound pretty basic that everyone can come upon them, if they are interested, assuming others dont have this basic ideas for me is also a bit insulting.
About what works and what does not work (from the systems I know) I already wrote that here:
Let's Talk About Character Resources To Power Abilities
Also its not only about which games do ressoures badly or well, its also about learning about new ressource systems (which I dont know yet) or maybe even coming up with new ones, because we talk about games. It would be sad to use the exact systems for 10+ years, just because they work. Games need to evolve, new things need to be invented.
Also ressource systems are in the end a tradeoff, discussing problems here is because we are aware that they have problems even if we like them. So its about choosing which problems one has. And pretty much every resource system has less problems than "no ressources" for me.
Maybe one pointer on why people like ressource systems is because of imergent gameplay. Because ressources are limited, and often using them does not always work, these systems can create interesting facts which lead to imergent stories. We can tell people about interesting facts which happened, where in systems like PbtA the only facts which happen are "I rolled bad/good with skill (aka move) X", everything else is just narrative on top of a roll, so "made up story".
This is the same people like about Ameritrash games (like Risk Legacy as one of the best examples).