Something that could have been done prior regarding loot containers, and loot rooms, before the great divide, was a property mechanic that was a part of the game. It still has a possibility to be done using preset mechanics.
Block downgrade. Safes and loot containers could have been disguised in any other block. Unless the parent were destroyed it would not show or
highlight. Loot, for loot rooms, could have then been dispersed throughout a poi by giving it a Randomized property upon poi generation.
Property OnDestroy: examples in game: Stumps to honey, nest to eggs and feathers, trees to seeds. Randomblock to lootcontainer could be added.
Loot containers can still be randomized under or behind other furniture, without the obvious warped panel. Tier could be the regulator, for what
type and how many containers would render per poi volume area meaning the lot, Random loot helper. I am thinking of the positions of stones, nests stumps etc, per restart of the same map. It could open the possibility of a poi lot having buried treasure in the lot's yard. Reusing quest treasure block.
Break the right block, and the LOD of the container becomes available to loot. It would still have the possibility of being empty, through
randomness.
For some of the larger containers, they could be scaled down to single block single dim, for visual sake or use the multiblock destruction proposed
prior.
On the backend, the found treasure maps, can point to a paranoid pete or petunia's survival horde that is in a poi with random block from above notes.
Another can have the map message point to a higher tier poi: the last known location of the writer's family member, destroy a dead body that has a key and the hunt begins, because the key could be the initiator just like the quest flags, but only resetting random blocks within the poi lot area. So
each time a body with a map or key or whatever Macguffin you want to use is found loot is guaranteed but not necessarily in an obvious location.