Kind of a odd question but one that comes to mind after I slogged through locker debates. The QCF devs want DD to be a roguelike-esque experience with the player trying to solve procedurally generated problems with procedurally generated tools. I think QCF has succeeded spectacularly at their goal but they haven't really acknowledged that some players prefer playing with their tools instead of just using them.
In CCGs there's players that want to do nothing but make ridiculous combo decks, in dotalikes there's players that use weird janky item builds for fun, in DD there's players hellbent on making use of conversion fodder. The playerbase's lust for unlimited locker slots isn't just because they want an optimal loadout at all times but because they want to experiment with item interactions.
Of course, picking an item from a huge list would be overwhelming for newer players and cause major analysis paralysis. I think QCF could please the "Johnny" type players that want to explore items by having a token that allowed a player to go into a dungeon with whatever item they desire and receive no reward for dungeon completion.