Youre absolutely right, I also suggested something similar on my post (here)
I have a game im designing and No Rest for the Wicked is the closes game to it that ive ever seen. However in my game I have something similar to what you suggested for durability.
In order to have a good durability system I think it needs to be engaging and rewarding, otherwise it’s simply annoying or otherwise pretty pointless.
It’s a very difficult system to design but as it is right now, Wicked has a very base shallow one.