I think the selling items/100 inch crawl trope is kind of a bad thing. It's basic strategy to do the weapon cache and sell it all... but maybe it shouldn't be. I did a partial playthrough with a priest and decided that taking a vow of poverty would make the game more interesting... and it sure did!
Wizards have access to potions of strength, potions of speed, and the amulet of strength early enough in the game that carrying capacity becomes a moot point for anybody after the 2nd quest.
If anything, I would love for the carrying capacity limitation to be more prominent.
One example is that as a 1st level priest, I couldn't even carry the chain on the first level of quest 1. It slowed me enough to make combat a challenge. So I had to make some character decisions. Gaining levels 2 and 3 were huge deals because I could finally keep up with the ranged enemies. That added a bit of depth to the game to me.