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Probably encumberance, almost certainly the single most ignored rule in rpgs.
But honorable mention goes to old school AC/THAC0 - the mechanics were originally for modern-era battleship game where armor class referred to size. Using the smallness of boats to model the defensive power of better armor was never going to produce sensible results. THAC0 was always unweildy at the table, slowed play, and turned combat into a chorus of "uggghhhh does a 13 hit?" "Ugh.... no."
Encumbrance makes a lot of sense in the context of old D&D, progression was tied to how much treasure you could get out of a dungeon. It also works well in survival-type games where resource management is a key mechanic. But like many facets of old D&D it is applied widely with no consideration.
I also think that like a lot of old d&d, it just wasn't very good.
Having an encumbrance system isn't necessarily bad - there are plenty of design goals it can support, as you point out. But counting out every pound and ounce has always been more work than most players want to do.
so many dm's would give bags of holding and such early on so that it became just keep track of what you get and sell what you don't.