EzekielRaiden
Follower of the Way
I'm coming at it from a perspective of exactly what I said: Encumbrance is bad as a general design approach to a problem because it exclusively exists to punish poor play, and never reward good play. Which is why so many groups elect to simply ignore it completely or handwave it in most in-character situations.You're coming at this from a premise of, "I don't like encumbrance. What can we do to make it not a thing?" That's not where we're coming from.
Money doesn't work that way. Money saved over time rewards you with whatever you can purchase with it, as noted before. Saving 10 coins a week may not be much, but over the long haul that frugality may reward you with a nice item or whatever (note, I don't think existing 5e rules do this well, but it is still possible.)
Time doesn't work that way. While it is easier to waste time, saved time is time that can be spent later. Not just as a cushion against future delays, but truly as new opportunities. Good time management rewards you.
Good inventory management has the "reward" of merely not punishing you. You don't have to give up something you wanted to keep, or suffer nasty penalties. You can't bank saved weight. You can't leverage frugality to enable you to do more. You get genuinely nothing for good, effective play beyond not suffering annoying problems.
I would genuinely love it if someone could change that! I would genuinely, truly love to see an encumbrance system that was rewarding to use, rather than exclusively punishing to mess up. Because that would almost certainly be some very clever design, for one thing, and for another it would make a useful design space actually interesting and desirable to many D&D fans who otherwise avoid such bookkeeping as dull and irritating.