I spend so much more time managing inventory, looting, dividing loot, manually clicking loot into the car trunk, splitting luxury items to my less happy members of the shelter than doing significant things, like combat or making storyline decisions.
Plenty of first games have some core interface problems. The first Witcher game comes to mind. It is hard to play that game and anticipate what we got in Witcher 2 and 3. Dead State isn't a studio project, though. It's a small indie concern, so you wouldn't see that major a leap across the board but they've read the criticisms and I have no doubt that they would refine some of these things for a sequel while improving upon what worked. A lot of "2s", from major titles like Mass Effect and Dead Rising to indie peers like Banner Saga and Kingdom Rush show small refines that add up to big improvements and a better final product when you add them all together.
And, honestly, I would defend the things you are complaining about. It's no different than the mechanics that drive This War of Mine, only on a larger, more involved scale. The survival element is a key part of the game concept and prioritizing what to take/what to leave behind/who to appease or let their complaints ride were as much storyline decisions as anything else. It is as important a part of the game as the combat. Could some of the mechanics be better? Sure. I'm sure the devs thought of it and if they ever do a sequel, they'll be able to implement those changes to the happiness of most.
The "zombie RPG" was a great experience and I hope we get a new one someday.