In Breath of the Wild, about half the time you opened a chest, you'd see the sword in there, realize your inventory was full, put the item back in the chest, open up your inventory, drop your worst weapon, close your inventory, reopen the chest, and finally get the item. In Tears of the Kingdom that process has thankfully been streamlined to one screen.
BotW was in development for 7 years and TotK for 6, so it took 13 years for someone to think of this screen.
For comparison, nobody at Nintendo has ever thought of a better way to implement a shop than a dialog tree where the shopkeeper re-explains the premise of exchanging money for goods for every single item you want to buy.