Yes, and the problem isn't me, it's the design of games.
Think about it for a second - the problem with hoarding expendable items is that you never get to use them. But (assuming a fairly even difficulty curve) you can either overcome the challenges you are faced with without the special items, in which case you don't need them, or you need them to overcome the game's challenge level, in which case you are boned if you run out.
Since nobody wants to find himself in the second situation I described, we hoard such items.
Example: I'm currently playing Geneforge (an indie RPG) and I come across various expendable items fairly regularly. Wands, buff potions, etc. But I either hoard them or sell them. I sometimes use a healing pot or such, but beyond that I don't dare use the special items - if I base my strategy and build around them, I'll be up the shit creek without a paddle once I run out of ammo. So I base my build around NOT having them, and therefore I don't need them at all.
There are ways around this. Carefully crafted difficulty spikes that justify the use of such consumables are the obvious ones, but devs dread using this - what if a player gets there without all the little extras? He'll be screwed! Another method is allowing the player to recharge the consumeables between engagements at minimal cost. So the player still has to manage his resources in between checkpoints/towns/whatever, but he can use them knowing they aren't a finite thing that can't be replaced.