Any treatment of magic items has to accept some basic, unfortunate, facts.
1) Without extraordinary luck and player buy-in, any item, no matter how awesomely designed, will be old-hat by the 3rd session. Forget "wonder".
2) Items without useful mechanical effects will be forgotten somewhere in a characters inventory list, only remembered when desperately searching for something, anything, to stave off a TPK. "Weird" and "quirky" doesn't actually work unless also combined with "useful". Don't like +X items, or +Xd6 fire damage weapons? I'm sorry, but that is what people *want*.
2b) If people are only really interested in magic items that have tangible effects in play, then magic items have to be considered in power balance. I have seen the problems that arise when a character in a setting with randomly placed magic items doesn't get a good enough suite of items. It isn't pretty.
3) Players can get awfully sarcastic when presented with a world with significant (even if small) numbers of magic items, but no way to trade them or make them. This isn't 1980 anymore.
Between (2b) and (3) there are reasons why 3e moved so strongly into the player agency magic item creation/purchasing, even if people who entered the hobby later never encountered them. I understand that people don't like this state of affairs, but 'tis life. You are much better off trying to make lemonade than attempting to design against human nature.