I'm really torn on this question. Usually I don't like the feature in games, because I hate it to lose something "hard earned". Arcanum was a game where each repair reduced the item health permanently, unless it was done by a master of repair. So self-repaired items slowly degraded, but many items could be repaired quite often till they finally were beyond repair. I like this idea of many but finite repairs.
If attacks against items are an unliked feature, I wonder a bit why so many roguelikes have it, but roguelikes are usually meant to be cruel on the player, so I guess it just fits the genre. But those games also have items which are immune to such effects e.g. higher level spellbooks don't burn in fire, powerful potions are frost-proof, powerful weapons/armor are corrosion-safe. But in this case it just means to acquire the good items, and thus disabling this game mechanic - which is a sign how annyoing it is in first place. On the other hand I seem to remember that some of such attacks never could be avoided, e.g. some monsters could drain charges from wands and such, even if that was a very good wand.
I really can't make up my mind
Maybe I'll wait with answering this till later in development.
In soviet russia, code debugs you.