dedoporno: Have you played some of the original Resident Evil games? They were actually asking you if you are sure you want to pick up health and ammo :D
Sirius1911: that's because your inventory is very limited and if by mistake you "click" on an item then there is no turn back because you can't drop them as you surely know too.
Well, you can drop them, but you most likely don't want to, because as
Announcement pointed out - it's for good.
I get the intention behind this functionality. I'm also not trying to argue, I'm only sharing my view on this approach. I have played lots of survival games or games with similar mechanics where items are scarce or you have to manage your inventory because of limited space and 9/10 I end up with large amounts of whatever I have been saving so hard. That's why I have learned that it's not such a big deal to drop something if I have to. I don't like it but I don't consider it such a big deal anymore :)
My point was that the need for such a prompt is poor design on it's own. Knowing that the player has very limited space, the developers shouldn't have put a quest item right next to a disposable one with the possibility to lose the disposable one or foil your chance to make a greater health mix just because you need a key and you picked the leaf first. I see two possibilities here:
1. Poor design - items shouldn't be so close to one another or the player should be able to drop an item and pick them again at will. Either way is good enough for me.
2. It's intentional - in order to make the game harder and for the player to be even more careful with their actions. If this is the case there is no need for a prompt - you want hard game, here you go :)
I understand the prompt at the save points in the first game where you need to use a limited-use tapes. It makes you think if you actually NEED to save. This is intended and I like and accept it. The disappearing when dropped items - not so much.
Other than that - great games! :)