Agreed. Several people have complained about it yet that's on the back burner for now.
In combat the game rolls a virtual 2 virtual d20s and checks the higher number against the target's AC number. Higher is a hit. Lower is a miss. Not having enough strength for your weapon lowers your rolls making you more likeley to miss.
IMO the way strength is implemented here is stupid. Instead of netting you any intrinsic benefit it solely exist to negate the hit rate penalties of weapons (and now the AC of shields). Thus having higher strength than the weapon/shield requires does nothing. The character also starts out pathetically weak at 5 strength. For reference in DnD which seems to inspire the roll system 10 strength is that of an average healthy individual. The steel sword needs 9 strength at enchantment level 0 to be wielded. A typical short sword like the anglo saxon, the falchion, or a modern messer all weigh around a kilo or the wieght of a large soda from Wendy's. I gave my 5-yo nephew a stick of roughly the same mas and he swung that around no problem. Therefore the MC is weaker than a 5-yo.
I've taken to testing potions by throwing them at weak enemies like slimes and goblins. Same with swords. Blessed swords return when you hit enemies with them.