@Rodrigo Maciel Costa. That face is from the Fujiya mascot Peko-chan. She is part of Japanese pop culture and end up spreading to the west even when those products are unknown
Games should be made with a central vision of what the game is about. The more a game strays from that vision, generally the worse it gets. As you add more to a game it loses focus.
If you go back to early games then the narrow path was pretty boring and was "collect object" use right lexicon to make it work, collect next item, defeatr bad guy, get mcGuffin, repeat. The carry limits and food were part of immersion, and sandbox opened things up to choice and variation.
Along with reducing the effectively robbing people's houses, I've noticed a number of newer games have been reducing the reward or heckling the player for these, even Pokemon newer games are (don't look in trash cans).
I mean... even in more narrow RPGs like Earthbound you find some pretty useful things in the trashcans! Like cheeseburgers you can eat later during bossfights...