... the lower +X items will get junked.
This is one of the most horrible aspects of +X items... "oh looky... a new +2 Battleaxe, guess I can just chuck this here +1 in ye ole bag-o-stuff-to-sell since it's practically worthless now."
I've been playing D&D since the late 80s and +X items were boring back then and just as boring now. We tried giving them all unique names and nifty histories--and although that helped and sometimes (rarely) made people want to hold onto them a wee bit longer--generally they lost their
magic as soon as some other shiny X+1 item showed up. They have existed in the game for a long long time, but they are more of a pariah than an icon. Some sacred cows only smell like sacred cows.
+X items are overtly gamist constructs, protected and hiding behind the immense joy and nostalgia a player felt upon discovering that first magic item. +X items can be safely ignored by the core rules because it is so easy to add them back in if you want them. Literally all you need to do is write +X in the name, and poof, done. Omitting +X magic items from the core rules will not ruin the game nor lessen the awe a new player feels upon finding their first magic item. Continuing the tradition of handing out +1 items as a first taste for magical loot is not something I feel the rules should continue pushing on new DMs.
Will it really bother me if they have +X items in DDN? Not at all! I can and will ignore them as I have learned to do. I like to make up my own unique items anyway.
Do I feel the game would be better served if WoTC focuses on more meaningful, unique, and interesting magical items (especially for those early levels)? Absolutely!
+X items are only a sacred cow for the sake of wanting another sacred cow. It might smell like a cow, but if I found one in my 5e back yard, I would do my best to avoid stepping in it.
MOO.
