I know the devs are Europeenors but this won't feel like Kentucky until there is a church for every five houses and random small steeple churches inexplicably scattered all over the countryside.
Edit: Did the devs ever say how exactly they wanted to use dirt and blood on clothes? I remember something about smell.
My thinking: smell acts as a general area attractor. Attracts to a radius rather than to a point, and attracts very slowly (like they just have a gravity to shuffle towards the circle, and shuffle only a bit at a time, as opposed to actively converging on a gunshot). It also, within its attraction zone, frenzies zombies, makes them wander more, move more haphazardly, all of which makes them more likely to detect you. But not, like, a bloodhound just straight up going to you. If they add smell like that then it's going to be awful to deal with because you get bloodied up constantly. If ti's slower and subtle mounting pressure, then basic discipline about washing clothes removes most of it (whatever you're drawing in isn't getting drawn in that fast).
I admire the way the devs decided to interpret stress/panic as tunnel vision. I do not like the way they did depression (too swingy). Ancesetors had a good take on chronic stress: you'd have your temporary health bar, but the survival elements weren't there so much for "you didn't eat enough grubs, you're taking damage that's restorable with health berries" but instead as "you ate drank and slept like shit today, tomorrow's going to suck for you - less capabilities - and your long term health has gotten a little, irretrievably worse." So you just get slowly ground down over a lifetime of poor living. Zomboid is like this to an extent. I don't really let myself get hungry much, but the way you get encumbered when hungry, that's an example. I think the Depression would work better if it was more gradual and long-term like that. As is my take on it is that it's a mechanic to punish you for being unprepared on a fogged-in day, or long night, or other circumstances where you're trapped. And making actions be slow is certainly one way of conveying "does not have the will to do things" in a medium where you can't make the character just refuse to do things. But it's like... one day and you character wants to blow his brains out.