I hope you don't feel offended Lilura, but I've never considered resource management to be that much of an issue to warrant thinking about.
Yet it's the point of this thread to find games in which you do have to think about the issue and how to achieve that.
Sure, but if you're playing a game where consumables are required to progress then they're not consumables any more, they're quest items, you're just allowing someone to consume them before their supposed to, which is obnoxious rather monocled.
You had to go to an extreme to make your point, that's not a sound argument. You're arguing something without changing your definition, where consumable = abundant and unimportant, quest item = singular, to be used in one situation only to progress. If the thread was "games with challenging fights against goblins", would you waddle in and say "well fuck how are goblins challenging, they're trash mobs!"?
It's not about requiring a specific single item to progress but make it possible to destroy it beforehand, it's about games in which that cure poison flask is actually valuable to the player, because you can't just kill the enemy quickly and rest the ailment away.
No need to handwave Diablo away, though. It'd be interesting to see a game in which chugging down gallons of potions was an element of the gameplay. Maybe the character's stomach volume could be taken into account?:D EYE: Divine Cybermancy comes to mind where each use of your medkit has a growing chance of instakilling you.
Also, I've not mentioned anything about facerolling or cakewalking, you still haven't explained to me how owning either 1 or 100 of a specific potion to cure level -drain makes any difference to my ability to defeat one monster that delivers level-drain - whether you have 1 or 100 potions you defeat the monster the exact same way don't you...
The game should be structured in such a way that the player has to think whether to use that potion of cure level drain, or maybe use a scroll of blind instead, because there might be an enemy inflicting lvl drain but immune to blindness at the end of this dungeon. It'd do that by keeping the items scarce: have a finite stock in shops, severely limit drops etc. It's not really hoarding if you have x potions of cure lvl drain, but x+5 monsters who will inflict it.
The point is, it's hard to find a game that doesn't shower you with ways to render its selection of challenges insignificant. Why have a selection of: blind, confuse, paralyze, petrify, sleep, freeze, poison, curse, etc - when you always have dozens of "remove all conditions" potions on hand?
Stingy resource handling has also a great impact on how significant trash mob encounters are, if there's encounters that are not much of a tactical challenge by mid- and late-game, they are made relevant if they're still a drain on the player's resources. Otherwise they're just time filler, not much more than cookie clicker with pause.