All of these changes seem good because they've been gradually forced out into specific cases and annoyances. Food used to be a hell of a lot more important and strategical, but now it's been gradually edged off so it feels as though it's completely unimportant now. Same with item destruction - it used to be a key part of the game that you had to plan around, now it's just the odd thing with sticky flame that destroys everything in your inventory.
You ignored me last time, but I will directly challenge you again: when was food ever a meaningful strategic consideration? Give me a version number.
I contend that it never was. Sickness and nausea only served to waste your time, no-one starved to death back then either. Also remember that up until 0.9 there was a branch that gave you basically infinite food, so you could play if anything even more cavalierly (even as a spriggan!) because you could always restock on food from Hive later.
Same goes for item destruction - give me a version number. Be careful, because until relatively recently item destruction was laughably trivial (it could only burn X scrolls/potions per hit, so you could just carry tonnes of junk to make it miss your important stuff). So it would have to be after that point, but the only actual change that I remember being made to item destruction after that was the reduction of sticky flame's (frankly ridiculous) burning power. But you seem to be implying that things other than sticky flame used to matter, so I'm curious as to why you think that.
e: Actually I guess AC started (slightly) mitigating item destruction at some point, but that was just to make it so that AC-based characters weren't constantly boned by the mechanic in a way that EV characters weren't.
There could be all sorts of better ways to accomplish it, without just ditching the mechanic. Resistances could help shield items, items could only be damaged for a while (this was an idea and was nearly implemented I do believe) so you couldn't use them whilst you were on fire/for a while after and all sorts of more creative ideas.
They did try that, but I think it screwed with game balance too much (replacing a basically meaningless mechanic with an actually dangerous one is likely going to cause some problems).
Just removing stuff makes it simpler and simpler, with nothing exciting to take it's place.
What about all the new gods, spells, items, species and monsters that are added constantly? Does it not count as content if it's not supporting the tedious inventory juggling minigame?