I don't recall if the acorns were originally undroppable, and I can definitely confirm they're droppable now. With only a handful of exceptions, all items in Baldur's Gate are droppable. Most important items (quest or crafting) are protected with a critical item flag, which prevents them from being despawned under normal circumstances. Items that lack the droppable flag are companion-specific equipment (Edwin's necklace or Boo) and effects implemented as items, like "unarmed" attacks and various enemy immunities.
This is really just a problem for Bethesda, whose UI designer should be flogged. In fact, as of Oblivion, their quest items are weightless. Any shown weight for undroppable items is just for show, it doesn't actually affect you (and in fact, is sometimes exploitable), at least until the quest is cleared. Aside from the UI, their problem is that quest stages often don't get set properly, so (still weightless) items can remain in your inventory as clutter. Occasionally you even have spawned but unimplemented quest items, like ink in Fallout 3.
Quest items should be sortable or highlightable, but they're not always entirely separate and unusable. A unique sword or a mundane ingredient can both be quest items, as can some random one-purpose gadget, usually in the same game. The problem is devs are just fucking lazy, so any series with a "misc" or "other" item category will inevitably turn it into the junk drawer.
I don't recall if the acorns were originally undroppable, and I can definitely confirm they're droppable now. With only a handful of exceptions, all items in Baldur's Gate are droppable. Most important items (quest or crafting) are protected with a critical item flag, which prevents them from being despawned under normal circumstances. Items that lack the droppable flag are companion-specific equipment (Edwin's necklace or Boo) and effects implemented as items, like "unarmed" attacks and various enemy immunities.
This is really just a problem for Bethesda, whose UI designer should be flogged. In fact, as of Oblivion, their quest items are weightless. Any shown weight for undroppable items is just for show, it doesn't actually affect you (and in fact, is sometimes exploitable), at least until the quest is cleared. Aside from the UI, their problem is that quest stages often don't get set properly, so (still weightless) items can remain in your inventory as clutter. Occasionally you even have spawned but unimplemented quest items, like ink in Fallout 3.
Quest items should be sortable or highlightable, but they're not always entirely separate and unusable. A unique sword or a mundane ingredient can both be quest items, as can some random one-purpose gadget, usually in the same game. The problem is devs are just fucking lazy, so any series with a "misc" or "other" item category will inevitably turn it into the junk drawer.