How could you tell this from what they've shown?
Also, I'm not sure I understand the difference between D:OS2 style loot and Baldur's Gate style. In both games, you find piles and piles of the same iron swords and leather armor with occasionally interesting enchanted stuff.
There's a big fucking difference, which is why BG2 has the best itemization in any RPG to date while DOS 1 and 2 had a trash tier one.
In BG2:
- items have a very narrow range of stat scaling between early game and top tier, meaning you go from basic weapons to +2/3 at most, then you adventure into +4/5 when you go in the insane top levels where you are basically a demigod.
- Consequently you have a limited amount of tiers for weapons. A common sword will always be the same wherever you'll find it, a +1 magic weapon or armor will be relatively common but expensive, +2 will be a luxury, +3 a family artifact or so, etc. Every time a bandit will drop a iron sword you won't have any need to check it and compare it with the inventory, it will just be the same iron sword. And they are worth so little at one point you can even stop picking them up as vendor trash.
- Most of the difference between magic items in the same tier comes from special skills and properties enchanted on them ("attack twice in a turn", "does double damage against enemies of this group", allow you to self-cast celerity once a day", "negates this sort of debuff", "raise this stat to value X", etc, etc.).
- items are designed one by one, the valuable ones are unique, hand-placed in the game world ad when you find them you can confide on the fact you'll carry them for a long time, if not for the entire adventure.
- Merchants also have a defined set of more or less valuable possessions in their inventory and they can occasionally add one or two more unique items after some specific circumstance.
Conversely, in D: OS1 and 2:
- items range is insane. You start from weapons doing 3-4 damage to end game shit dealing 600 or so. That's a more than 100X scaling factor.
- You drop them constantly, they are randomly generated and stats are ever-changing. This means every time you kill some shit it will be time for a busywork in your already crowded inventory.
- The above mentioned item range also implies that every time you are finding something cool, it will INEVITABLY be obsolete barely a couple of levels later. While I'm not a fan of this sort of system even in games like Diablo, it can work there because you pay attention to a single character. When you are managing a full party of four characters or more, on the other hand, the frequency at which you need to compare items and the one at which you are forced to replace them become WAY too much busywork to keep up with in an enjoyable manner.
- The randomized nature of item stats and their placement works actively to damage the reward system in the game, especially when you have god tier stuff dropping out of a random crate you inspect or popping up in a merchant inventory, while bosses drop useless garbage with stats misaligned for your needs.