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I have run a couple delves into megadungeons recently and for me, I don't see an issue with consumables. My PCs are only 2nd level, but they still have had access to many scrolls and a couple wands. Some guidelines I go through when handing out the consumables:
1. in found treasure, go random - random spells in the scrolls, wands and potions and random # of charges in said wands.
2. when shopping in smaller settlements, enforce the magic item quantities - if they don't ask to have specific wands or potions made, or are looking for something like a wand of fireballs in a hamlet or village, really stick to the settlement guidelines of random minor items being available.
Essentially this forces my players to get to know the consumable item makers in settlements they visit or become crafters themselves. In play their wand of CLW and other stuff hasn't really been an issue.
My one buddy put it perfectly. He reminded me that a wand is never going to have a powerful enough spell to bring someone back to life. As the PCs get higher in level, they'll want to get deeper into the dungeon. Consumables will be used up on the way in; now they have to get back out.
See if you take my guys at level 2, they can make it say about 4 encounters in on their own powers. With a full want of CLW they could only count on adding another, say, 10 encounters max. My players then have to be counting up the # of encounters and noting their surroundings to make sure they don't get 8 or 9 encounters in and realize they've suddenly slipped down a level into tougher monsters and have to claw their way back up to the exit.
There are a lot of ways a GM can get around consumables in a dungeon crawl without resorting to restrictions.