Damn. I just wrote a long text and accidently closed the browser. -.- So here again in short:
The attitude should never be about removing things, but about adding. You start with an @ on a screen and add from there. If item id is not interesting to add then don't add it. And if you do add it you incorporate it seamlessly into the whole design.
In the beginning, you often don't know if a given feature will be interesting or not, because most of us are neither professional developers, nor game designers, but simply people who have fun to get that @ walking on the screen.
So many people simply start to program and add things which seem to be cool in the beginning (or not even seem to be cool, but seem to be a must-have or standard in a given genre), but many months or even years later, they recognize that the feature is indeed not interesting in the context of the given game.
So this dev made a mistake, and this mistake can be corrected either be removing it, or by changing the other parts of the game to turn the mistake into something that looks like intended.
But sometimes this can be against the whole spirit of the rest of the game, and in these cases it's totally okay to remove the feature from the game.
For example, in LambdaRogue I removed identifying except for unique items, because the items are not random-generated, and it's very tedious to need to identify "Water" or "Cola" or "Antidot" over and over again. Having standard items unidentified was a feature I added some years ago, but today consider a mistake.
So I either could have changed the whole item system (random-generated items instead of static, manually developed items), or remove the need for identificaiton. I decided for the latter, because I definitely don't want to have random items or random monsters in MY game.
Edit: Another feature in LambdaRogue that MAY be a mistake (but I'm not sure about this yet) are the profession powers: Each has up to 5 powers, but instead of letting the player invoke the powers individually, the powers are cumulated and invoked all at the same time, so I always have to write "Your character has ONE talent which consists of up to 5 powers." That's complicated.
Like identifying, this was a feature I added because it feels somehow cool and is somehow different from how such things are done in most other games. But if the feeling that it's a mistake gets stronger, I will change it to a more standard (WoW/Diablo-like) way.