We always just play with the assumption that my wizard, who has dedicated years of his life to the study of magic, has the sense required to acquire whatever common reagents he needs along the way without my assistance. For something that requires exotic materials like a diamond, or 500 GP, then I will need to role play their acquisition.
I hate spell components if they're not part of the plot, so we don't use them in the game. If a spell lists no value, just assume you pull a pinch of something out of somewhere, and if you're stripped, you no longer have it. If a spell lists a value that's less than half a percent of your wealth, I see above.
The only time I care is when it's something super specific or expensive. Like "a hair from the target" or "1000gp worth of [thing]".
This is the way, the truth, and the light. If it's not rare, you have it because why wouldn't you.
Inventory facism is so early 1980s. It's a hold-out from the whole adversarial GM shite. It's much more fun for players (and GMs) to assume the characters are competent and moderately well equiped unless scarcity is the point of the adventure. Let your players have access to their skills / magic / specials and play to the best of their characters' abilities!