You go to the effort of acquiring it so you can meet the challenges ahead. That's the entire point of progression in an RPG. You meet the progression of challenges with your character's increasing strength.
A lot of that comes from the decision to use non-upgradeable unique items. There are many advantages of having an upgrade-heavy equipment progression system. The developer is not stuck holding on to all the fun stuff until the end of the game, since early unique drops don't have to be irrelevant at the end. You also don't have to leave game-breaking drops where the player might fall on them and completely trivialize a good chunk of the game (though it's better to be overpowered early than overpowered late). The player also doesn't have to give up the equipment they like for the sake of efficiency (e.g. Ancient Elven Armor).
Also, re: demolishing everything in your path, turn down the difficulty setting. If you don't care about gameplay or challenge, the game will let you plow through just fine if you turn the difficulty to zero -- no need to ruin the game for everybody else.
Your notions of game design are extremely limited, nor does it "ruin" the game for "everybody else". Everyone I've ever met who complains about wanting a "challenge" in a game refuses to actually do what is necessary to create challenge for themselves. EVERYONE, without exception. They insist on playing the most overpowered easy-button build in the game using every piece of best-in-slot gear and then whine that the game is "too easy". If you want a "challenge", you're completely free to throw items out instead of using them. Asking the game to *impose* this situation on you is silly.
I want *significant* gear. I want single gear items that you will do an entire character build just to use, not boring "oh it has 1% more crit chance than the dagger I already have, yawn". That's not *significant*. Significant items are like finding the *one weapon* in the game that has a 36% chance to stun on hit or the *one staff* that does multiple types of damage. It has nothing to do with whether the item is "upgradeable" because the bonuses it has are *unique*. If you don't it so the difference between low-level and high-level stuff is a matter of 1 to 1000 versus 1-3, you don't have to worry about "upgrading" because the unique bonus will maintain its viability and you don't care about the tiny bit of raw damage difference.
Party games are great for this because you can hand out significant items one at a time (usually after doing something cool like defeating a high-level unscaled monster) and while it's really cool it doesn't have that much overall effect because it only helps out one party member. Baldur's Gate did this and it was a lot of fun--nor did getting the best items in the game make the more challenging fights substantially easier. It just made the trash fights--which were already a joke--go by a little faster.





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