The solution is, when you die you get your stuff back wherever you respawn, but the player that killed you can get random stuff from your bag (like what a zombie drops, but just base it randomly around the tier of equipment the person APPEARED to have, i.e. kill a naked person who has a m4 in backpack and maybe you get a piece of cloth from his bag, but kill someone with full kevlar + gun and you get a rpg or something). To fix the problem of a clan hiding in their base like little bitches farm-killing each other for drops all we do is log who killed who and when the same names start showing up the game can just take that into consideration. Also, don't spawn a backpack if a player died to something like fall damage or a animal or spikes and that should sure up any loose ends with this idea.
This solves the problem that locked-backpacks hilariously attempts to solve IMO, i.e. reducing the killing of naked players.
O one last thing, if a player has a weapon in their items bar, it should show up on the player model as if slung or holstered. Just saiyan.
They're already working on showing equipment on the player model.
I doubt this would reduce the killing of naked men. There's a lot of people who travel around the map naked to appear inconspicuous. My group has a huge tower w/ m4, kevlar, etc. but we always farm/travel naked to increase the chances of people leaving us alone. This would quickly make your initial idea of spawning what the person "appeared to have" pointless. If I have m4/kevlar/c4 in my backpack but am naked w/ only a hatchet, bow and arrow, and bandages in my item bar it would be pointless to kill me even if you KNEW I had those good items on me.
Why should I be careful if I know I'll have all my important stuff when I respawn? It completely loses the survival aspect of the game.