Games also didn't shower you with shitty loot just because their designers like Diabo but don't understand why it's good. In Diablo there are people that break every single barrel because each of them has 0,0001% of chance of dropping a legendary item. That's stupid already. But now other kinds of RPGs are doing this as well! "Better loot all 200 containers in this dungeon bro, one of them might have a item with 1 DPS more than yours! And don't worry, we added a 5 sec animation/skill check every time you loot one, just to keep things flowing..."
Which games?
I think that in oldschool games that had a more abstract representation of things, it was more common for the player to treat randomly generated loot not as something that needs to be sucked dry out of the world, but more as a kind of residual resource to be selectively "foraged" as necessary.
You do see this in modern open world games as well. For example, a non-completionist player in Fallout 3 might realize he's low on money at some point, and go on a selective "scavenging expedition" in D.C. to get some loot and sell it. After he's done that, he goes back to non-completionist mode, following the main quest and not looting everything he sees.
I do agree that this is a somewhat "casual"/non-hardcore way of playing RPGs, but it is a valid way of playing, and something that "filler loot" can support.