I think one aspect that is easy to forget is how a game like this has some responsibility in explaining why you get a certain resource. For sure, that is what the thought was from the beginning? You didn't loot brass. You looted a doorknob - i.e. the game explains to the player that in a post apocalyptic world, door knobs would be a good source of brass. It explains that nice drinkable water comes from something that used to be more disgusting - this explaining the nice water's existance in the world.
For iron, the ore was the explanation as to why you would find iron in the wild. It put things in context, in a way that I'd say feels pretty unique for survival games. Lose these aspects, and you start losing the grounding in "realism". And yes, before you say "but zombies!", survival games are based on a certain degree of reality, just with a twist. Zombies, war, aliens, whatever, to spice it up. It doesn't mean the foundation of realism shouldn't be there to anchor it all into something easier for the player to immerse themselves in.
Sorry, just some rambling thoughts I needed to get out. Probably doesn't make sense to anyone.