I can see my point was lost on you alloin. The point of my post wasn't to rail against grinding, the point was to say that upkeep isn't a meaningful mechanic that adds anything to the player experience. If anything, upkeep detracts from experiences that you do want to have. No one sits there attempting to light their first fire with a tinder drill thinking to themselves, "I'm so glad my last four tinder drills broke. This was an excellent use of my time." That sentiment surely isn't going to come about when you're on your tenth, one hundredth, or one thousandth fire either. There is built in mitigation for this very reason that reduces the failure of tinder drills as you improve your biles.
In addition, as you have stated, it creates a china cabinet for the best gear. You never take the good china out except for when the big, important guests are over. Except they'll never come over because they don't want to bring their best china. Is this something that benefits the game? Hurts it? Matters at all? It certainly is an effect. I don't know why you would or would not want this to happen, but it doesn't make sense to me to encourage this behavior when you can encourage behavior that creates a worthwhile experience for players to engage in. Work on and implement a system that isn't such a grasp in the dark, such as better stalls or whatever else you want to. There is no small list of things that could be improved or new systems that would benefit everyone a great deal.
As for the economy excuse, it creates a minor market for surplus tools to move hands occasionally. There will be a small blip on your transaction records every so often depending on the severity of item decay. This is not a profitable market. You're a trader, you should know that. Goods that move in bulk and that always have a use are the profitable goods and that create new markets. Food and inspirations are great markets. Metals and raw resources are excellent too. I'd kill to trade livestock and other such large goods. I'd never want a system in place to act as a bandaid though. That does nothing for the game beyond some profits tomorrow. I wouldn't even bother keeping most spare tools on hand and instead would craft them as requested the market would be so small. Trading clothes? Compared to your nails and iron bars what does that earn you?