I'm one of those people that basically never uses consumables in games because I never know when a good time to use them is. I really like the way expedition 33 does it instead because there's no reward to hoarding them so I actually do use them. You only have a couple and they refresh every time you rest, plus you can also increase your max of each throughout the game.
Non-healing consumables are always either so strong they're required to finish the game (Terraria) or so weak that they may as well be a placebo (Cyberpunk).
A trend that really took off is allowing checkpoint based-save games to remember I used consumables when reloading a save after you fail a mission. This conditions you to worry you might hit a hard spot and use all your consumables, and still lose, and be out all the money/time it took to get them.
Games used to just reload a savestate so if you died and had to load a checkpoint you "didnt use" those consumables. Bethesda games are great about this Used a lockpick magazine and there was a trap on the other side? Dont worry fam use that magazine again and be ready for round 2!
I played the first Stalker game for the first time recently, and if you save while undetected, then get detected and load your save, you'll still be detected. Almost drove me mad.
I didn't think it had to do with whether you were detected or not beforehand. I read somewhere a long time ago that loading in actually made a lot of noise that triggered the guards' "on guard" posture.
IIRC it also caused issues in places like Aprogrom where you went through a loading gate into an enemy base where they'd already be spooked.
Save state games do, but idk the word - "continuation based checkpoint" games often do not load the last "save". Gta online used to be like this and you actually used up healing snacks and armor midmission, making heists a slog if you died and used them all up. Now it loads the state and you get those back when you die.
Metal Gear Solid had a weird halfway version of this: you would automatically eat a ration and heal when taking a fatal hit, but only if it was equipped in the active item slot. It was always fun to get an unexpected game over because you forgot to swap items back before a boss battle.
Cyberpunk 2077 offers some of that: when your health goes below 50%, it automatically uses the healing item of your choice. You need to choose this talent in the skill tree though.
Sadly, it only does it for healing items, other boosts (from food/drinks) need to be activated from the inventory (or a hotkey with a mod), I wish they could automatically activate at the start of combat (or when they run out)