Inventory can also be made to be part of the game in more ways than just "here's how things work." Say you start with the basic limit of how much a character can heft on their own. After that there's a certain amount of bags/general carrying items they can hold, each with their own capacity. From there, roleplaying, customization, and general optimization can take things further. If you want to play as some kind of wilderness survivor, you have the added tactical advantage of being limited to only as many items as you can carry on your person. A knight might have extra packs harnessed to their horse for more space, while a merchant could hire a caravan for all the storage they would need. Craftsmen could make unique packs from rare hides, which insulate things like potions and scrolls from cold and heat, or can carry more weight. For those who need to have more capacity, mages could enchant (while others could commission) packs that work on a mark/recall basis, connecting a bag to a larger storage bin elsewhere. In that way items are teleported back and forth, artificially giving a pack more capacity.
Stuff like that could potentially cater to both sides while also adding more gameplay elements.