Yeah, other than early game (basically until you hit the hub), Fallout has you nearly swimming in stimpacks, and poison becomes a non-issue once you can blast radscorpions in the brain reliably (around level 4-5.)
Fallout 2? You can be so well decked out by the time you get out of Gecko that you never have to worry about anything other than getting critted ever.
Edit: I will stop now, I have tried to make my point, and am starting to get too emotional. Sorry if I actually offended anyone.
You're a cool person, nothing personal ok.
I find these statements to be full of fallacies though. The execution of game (swimming in stimpacks), does not inform the intent of the designer (survival versus action versus adventure). I feel your stance on this is because weapon repair perhaps felt tedious to you. But none of reasons you listed in any of your posts are backed by logic. Your rant about non-immersive is just wrong. Immersion is the feeling of actually being in the game. Immersion is broken when the rules of the game and how they reflect reality are made apparent to the player. This requires an event, not the lack of one.
You argue enemy guns not jamming (when your own do), is a sign of non-immersion therefore all gun jamming should be removed. First enemies gun's not jamming it isn't obvious, it isn't something the typical player notices ever, because the player has limited knowledge of what enemies do. In general to break immersion requires a force to pop the immersions bubble, and enemy behavior isn't strong enough. (unless they really fuck up, companions pushing me into mines or standing in front of me as I try to sprint across the room in FO4, those were immersion breaking. Only an AI in a video game would do that). Second: You argue Gun jamming should be removed, but I feel that is tragically missing the point. The immersive action would be to add AI lines and actions where their gun jams or breaks, and they shout out to their allies about it.
Going back to execution versus intent because I got sidetracked there. I could make a game similar to amnesia the dark descent only replace the monsters and Imagry with chibi unicorns and rainbows. It would not be a very scarry game. But the core game-play values would remain the same. The intent was survival horror, the execution was fluffly, the result was a joke of a game (or a very good game if you're scared of poorly rendered chibi unicorns).
From my experience the intent of the early fallout games, was adventure rpg in a post-apocalyptic setting. You're completely right, it's not survival in the survival-horror sense of the word (counting bullets and hp packs). But the setting of a game, it's world. Settings speak, they emote to the player. As much as any NPC, a setting will tell the player a lot of information subtly. Making Ammo and Health scarce is a setting choice, not a core mechanic. What it says is, this world is low on resources living on scraps torn from the carcass of the pre-war world. They are by no means necessairy, but it tells the player about the world.
I loved making my own bullets in NV, it feels like something a survior in a post apoc world would do.
TL:DR you're right, mostly, I think survival elements improve the game, I think the game does need money sinks, but they don't have to be weapon maintenance (although it is not a terrible choice if it is handled a little better) Bethesda has not shown the best work in recent years though.