>>3833468 (OP)
>Wouldn't needing to kill an enemy in specific way be more interesting than a random chance to drop Goblin ears?
At first sure, but if you're not very careful about implementation that's the kind of thing that gets very tedious very quickly when you need lots of the item and need to switch to some sub optimal method to get it.
>Why not have petrification spells allow for full item recovery?
Petrification in fantasy usually petrifies the target's gear as well as their body.
>>3833484
>Why doesn't armor have size?
Games do, but those that don't randomly probably want to minimise generating literally unusable gear or don't care that much about that aspect of realism
>Why does an age old dungeon overflow with current day currency?
Most fantasy currency is gold/silver/copper coins. Dungeons aren't overflowing with "current day currency", they're overflowing with gold which was and still is the currency of use. Even if people did care about the official stamp on the coin and it wasn't technically legal tender, fantasy worlds have bartering in them. A pile of gold coins is still extremely valuable because it's still gold.
>How come old or antique swords are better than new ones?
Games don't bother including the unusable dogshit ones because why would they? You're only allowed to pick up the stuff that was notably well made and/or magical.