On Zwei's comment that players would strip the world of everything and sell it.
Merchants do not have infinite money. They can't buy all your goodies all at once. They have to wait for people to come buy the goodies you sell them so they get more money to buy new goodies from you.
So you walk into someone's house and they see you, they freak out and ask what you're doing walking into their house. You run off into a side room and they call for the guards. Or you kill the homeowner and hide the body, but a guard magician comes by later to speak with the corpse. You are now wanted.
Say instead you sneak into the house, steal everything, and sell it off later to the merchants. The theft victim comes to the marketplace to replace his dishware, finds it all there, and calls the guards. The guards ask the merchants who sold them the goods. the merchants give a description. You are now wanted.
Say you fence your stolen goods to a merchant in the underground. He ends up shipping the goods to a merchant in another town. This reduces your profit considerably and it's no longer worthwhile to steal plates and cups.
I found this in Morrowind. Beyond Seyda Neen, the starting village, there is no reason to steal plates and cups and brooms. It strips the world empty and you get very little out of it. You're better off diving for pearls and stealing just people's fine silver.
Anyway, once you steal everyone blind and fence their goods, and they are buying up someone else's stolen goods form another city to replace it, eventually they have no more money left. They have to just sit around at home with no dishware, gnawing on mushrooms in the darkness. They still have a job, and so they can buy food and pay their rent. But if you keep stealing from the person, perpetually keeping them poor, they may begin to hide their money. Let's say you steal that. They eventually can't afford to live in their house or else get tired of the crime, and move away or become homeless.
Zwei's complaints come into play when you have a very poor depiction of a town where nobody is connected and people just stand around all day spitting out the same lines of dialogue. I agree that SO MANY GAMES feature this. Morrowind certainly does. But a good game would feature a living town where the player could just constantly steal all the food if he wanted to, but he wouldn't ever get anything else done.
The simplest control on player OCD is making it obvious that you cannot - and I want to emphasize the impossibility - you cannot take every item, speak through every dialogue option on every person, kill every monster, cut down every tree, mine every vein of ore, or pry open every oyster.
Once you realize that, you're wasting your time stealing brooms. Maybe you might at first. But you're better off just taking the higher-value loot, talking with the people who might know something pertinent, killing the important monsters.
The failures of RPGs Zwei points out are not impossible to overcome. Toady is in the process of overcoming them. And I agree that there is no reason why a team of 200 with a $5M budget can't overcome them.