That doesn't happen though. Or rather if it does it's generally because the player got tired of playing the stupid item destruction minigame.
Yes it does. Earlygame when resources are rare and destruction can hit the few ones you have.
Also I don't get the "tired" argument. You're playing a roguelike. These sort of thing are common and expected in most proper roguelikes. If you don't want to deal with them you play one of the coffee-break roguelikes (which will include DCSS soon) or you don't play roguelikes at all.
The fact that a mechanic gets less deadly later in the game is not a reason to remove it, and definitely does not follow from my argument with regards to item destruction (which is not deadly at any point in the game).
If consumeables are so fucking worthless, why are they in the game in the first place?
They are most important during the earlygame (when you just might have one or two of them) and during the lategame.
Rot is perhaps in a similar position due to the relative abundance of curing potions, but it has the advantage of attacking the player rather than their inventory so it lacks the fundamental problem that item destruction has (there's no tedious but 100% reliable way to avoid it).
Having to tiptoe around a floor because you saw a Ghoul as a melee character is "tedious". You either have to control manually or exclude the area, or skip the floor which is "tedious".
Getting the rotting Vault in Lair (could be wrong about the branch) used to be a fucking nightmare. A "tedious" affair of having to lure all the monsters out of the vault with shouting and scrolls of noise and then wasting resources to get past the rot clouds.
I've never had a problem with rot in the course of a 3 rune ascension, but I typically run into problems with it in Tomb since it is the least immediately threatening of the death curses, and thus the most likely to be handled after the battle (giving it a chance to work and become a more serious problem if the battle drags on for some reason.)
That's my point.
I'm not for it's removal, but I'm applying Leafsnails logic to different game mechanics.