The harder the hits that landed on enemy from his power perspective the more loot that drops from him would be damaged(also depending on an actual material durability and potential way it could be actually damaged, like its hard to damage a hard and small stone. But maybe more types of damaging would be cool where it makes sense, just not the ones that remove gamplay but add a cool gameplay).

(This is actually a mindfuck as imagine we find items we could have had but we don’t because we hit too hard, like bottles or shit. Maybe even some special item that is somewhat rare and somewhat valuable)

This makes sense and also creates farming playstyle and makes measurements on the enemies we face which is good overall.

Extra layer of depth as if we were caring about stuff. More depth of skill too.

It’s still not that big of a deal, because we don’t change equipment constantly and repairing is fairly cheap now. Making repair mechanic more useful than just for punishment. It makes sense that we need to repair something we found in random abadonned places around the world.

Maybe add it but don’t announce it(so people don’t think its a big change, because it isn’t, even tho a content with depth, a bit inviting i would say) with all the details, just like: Durability reworked.
Then who is curious will know how it works and here we can add some depth like I said tbh. Always can add more. Seems good content, because its not neccessary to care about this to play well.

It’s just an optional improvement that brings somewhat meaningful things in the long run only, when there is lots of time to learn this regardless.