This represent a common problem with immersion in RPGs.
Each object is instance of specific object class which all look the same.
Making each standard object unique is expensive and counter-intuitive.
Instead each object can be made distinguished by making it flawed or subtly more different by introducing flaws or changes to its visual appearance.
The key idea: add free parameters that add subtle "range of appearance" to objects(items/monsters/NPC) which are set at creation.
Random texture changes in specific are interpreted as flaws, without major code investment.
Random additions, insertions or changes which don't affect the overall view can also be created with more sophisticated code.

Goal is altering visual in a way that is:
A.Sets the object apart on closer inspection.
B.Allows to classify the object in its object class/type.