Also, the plan for this sort of thing is to capture that, “each container you wear has a limited capacity and different access cost” constraint, but with a system where it’s mostly managed for you, and you just make a few decisions like what goes in the fastest access locations.
So what you as a player would care about is labeling ammo, weapons, tools and weapons you need fast access to, and that makes those end up in holsters or fast-access pockets, and other items you don’t care much about end up in backpacks or random pockets.