You normally use pocket when getting an object that hasn't yet been created. The default pocket handling is wrong. If you try to pocket something and there's no room in your inventory, it should just tell you so, the same as if you tried to get it after it had been created. It should NOT drop it in the room, otherwise your precious ming vase that is normally broken when dropped is not broken, or the apple that falls out of the tree when dropped does not fall but somehow balances precariously on a branch, or the object that normally sinks to the bottom of the lake magically floats on the water, or the metal wrench that falls to the magnified floor can never be recovered, and so on.
In other words, if something is not possible, you just say so. You don't do something completely different. Your method can put a game into an unwinnable state. Giving a message doesn't.