I find the open container system to be distractive and quite messy. The point of a container is to look inside of it to find out what it holds. It's part of every RPGs ever made.
There is an HP bar in Fallout, so why wouldn't there be one in 7D. Members here keep dismissing the RPG aspects of the game like it's totally worthless. Story, quests, looting and freaking health points. Let us play every FF games ever made without an HP indicator because it's more "immersive". Ridiculous.
...FF games don't have enemy hp bars.
And so what if fallout, a different genre game, has HP bars?
This game is not an rpg, it just has some rpg elements. Even if it was, it wouldn't be any less of an rpg without hp bars. And number-crunching, non-seamless UI elements, do take away from immersion and realism for a lot of people. Visual/gameplay indicators would be far better.
And open containers are distractive and quite messy? How so? Many rpgs had open containers as props and decoration, adding to the environment's atmosphere, indicating that the area has been visited. How many rpgs have you even played?
Anyway, I wouldn't be against hp bars if it was an option. But all these options are not so beneficial to the game as so many people think. A great game designer is similar to a great chef working in a good restaurant. A great chef offers a gourmet experience which engages and surprises his clients, not letting his clients choose every single ingredient of his dishes, because, being a specialist, he knows better. Woe to the designer who lets his clients assemble the parts of his game to create what they think is best.
7DTD is beginning to resemble a silent hill game (random example), which has options for you to turn the lights on in dark rooms, jump into your safespace at will, play happy tunes so that you don't hear the creepy noises etc.
My 2 cents (and a lot will disagree ofc) - the game shouldn't try to "be all over the place" and it shouldn't give the option for players to ruin their own experience.