It doesn't help that not everyone can cast identify either. If you make players cast the spell (or my personal favorite alternative, augury), every time they think about attuning to or using a magic item, I foresee a lot of "unknown items" lurking in backpacks and not being used until the party gets downtime in a large town somewhere.
Exactly, and I'm just fine with this.
It's a choice for them: risk using it now and potentially gain the benefits of doing so, or not use it until after the next downtime if ever.
Then again, remove curse exists, which makes the process even sillier. "Cast a spell to know the thing is safe to use, or cast a spell to undo the effects of the curse" becomes trivial after awhile.
Remove Curse isn't guaranteed to work though...at least not the verion I'm used to.
Of course, in my case, I seed magic items that I intend the party to use in rougher encounters, and it'd be pretty ridiculous to have a ring of acid resistance that nobody dares use until long after they fight the black dragon it was intended for.
I very rarely if ever do this, if only to keep them from meta-thinking: "Ah, that gives acid resist, we must have an acid trap or a Black Dragon coming up".
But even then, many's the time they had an item carefully stowed away that, if used, could have made a big difference.
Further, back in my AD&D days, any time someone found a magic item with unknown properties, there was always an annoying couple of encounters where you'd have the player saying "I hit AC 4 and deal 7 damage...plus or minus whatever properties this sword might have".
What's wrong with that? I've always had the combat matrix be fully DM-side info anyway, so they never know what AC they can hit. And so it's "I roll 10 on the die, plus 1 for Strength and 1 for
Prayer plus whatever the sword gives me". Simple as pie.
I've ruled that most magic items in my campaigns will identify themselves (with some noted exceptions), largely to do away with ad hoc systems like rolling Arcana checks and swinging items about while saying whatever nonsense the players think might be command words (think the scene in Spider Man "Up up and away web!"). The players have one that does require research as a downtime activity, but given that they don't know if it's worth it, as opposed to all the other things they could do, up to and including crafting their own items, it's been collecting dust for months of real world time now.
I'm the opposite. In character (!) I once wrote a guide to field-testing magic items which somehow ended up getting fairly wide dissemination in the setting, to the point where "Lanefan's Guide" became the go-to manual for field-testers.
An item that identifies itself should be a rare occurrence and can be played for laughs: for example on being wielded (and
every time it's wielded henceforth!) a sword might speak in Common: "Hello. I am your plus 2 longsword. Please handle me with care as my blade is very sharp, and do not expose me to extreme heat, cold, or acid as such things may cause loss of enchantment. I prefer to be used against Giants as I am particularly good at slaying such. Enjoy your combat, and have a nice day."