In most games, inventory management is unlikely to be seen as a form of pleasure. Utilitarian and, perhaps, a necessary evil? Maybe. But fun? Not so much.
While inventory management seems a kind of compliment to the style of play of games like RPGs—after all, a large component of the RPG is collecting bigger and better weapons to compliment one’s steadily increasing power—it tends to be an element of gameplay largely included as a means of creating boundaries for characters (the player shouldn’t have access to everything and anything during their adventure) and authenticity (nor would they literally be able to). Basically, inventory management forces the player to make choices but very often not especially interesting ones. Since I have limited room to carry stuff around, should I take the +4 STR sword or the +5 STR sword? Not the trickiest of puzzles to solve in a gameplay environment.