I prefer your second item, "inferred value". Which is also how I run my TTRPGs: It's stupid to itemize out gems, artwork, "skin them for fur", etc. I just convert direct to GP value. Treasure's already hard enough to manage in a TTRPG that the extra layer isn't additive.
Video games, I also prefer just the "inferred value". Explain it during loot collection, poof. Problem solved. Have implied "quick visit to merchant and back" or whatnot. If required, abstract inferred loot into a single currency of its own that easily converts to gold when you sell (rather than managing individual crab claws, spider fangs, bat wings...)
It even opens up a game mechanic where, in some areas/dungeons/plot points, it doesn't happen until you "cash out". It'd still just show as "gold in waiting" or something (maybe with a limit, depending on the kind of dungeon and systems designed around it) until the zone is complete. [This ties nicely into dtgreene's other recent thread on "do something explicit to level up", but with gold. Which, BTW, it is rather silly of the game auto-levels you with instant XP, but makes you go cash in barter goods for your GP] The game still doesn't need to track individual "barter goods" as what they are, just a single abstract pool that cashes out at that point.
On top of this: I pretty much universally hate "crafting systems". I understand it when they do it for "ingredient not available yet to make this gear yet", but, in those cases, just be overt "not yet available". Collecting uncountable resources (and inventory management that comes with it) is a poisonous curse that really should be excised from most games to increase their fun. Newer games have gotten better about it: fewer resources, easier inventory management... But it's still not something that feels good to me.
The "FU" system you list doesn't sound so bad, actually. It could be an interesting trade-off if properly designed around.
Tangent on ARPGs: A good innovation that Torchlight had was its "sell from where I am" pet. It took too long and was too fiddly, but it was step in the right direction. Now, I totally understand the core game design and why they (ARPGs) did/do it as they do: force player breaks to go to town to sell things to work on pacing of the game and whatnot. But, all of them, at a certain point you just start ignoring all the loot. And that's irritating. (Optional)
Automatic conversion should become the norm. They also did it for the "player is carrying all this stuff" thing. But, hey -- the player can already carry a dozen sets of full plate armor. That unbelievable ship sailed.
dtgreene: has lower cognitive load on the player than the other alternatives, and there's something to be said for that.
Something so often overlooked, yet so important. I'd rather spend my braintime on tracking quests and manually navigating (something most games have gotten rid of nowadays with their ultra-precise quest markers) than arcane sub-systems that aren't bringing anything to the table greater than their cost.
Grim Dawn: It is all the more irritating that you have to manage craftable "upgrade trees". And sometimes as you're building up to make what you want, it'll use up your already-made lower level things as a component that both part 2 and part 3 of what you're doing so you'll have to re-craft them again. Fortunately it's just menus and auto-grabs from stash... But it's still an annoyance. I find myself penciling down what all I need to do when I'm doing higher tier crafting. And that's something that shouldn't happen.