I simply don't let them identify items "the D&D way". The magic item is always a mistery unsolved, no matter how deep you dwelve in its secrets, you feel like there's always more to it.
They find a sword, i tell them "it radiates some magical energy of sorts" and "you get +1 on attack rolls".
There may be other effects and qualities they don't know about. Only research (in libraries, takes time, should be done between levels) might identify the item "a little bit more".
E.g. "The sword seems to have belonged to Heskar the conqueror, who enslaved the frost giants of Kazhertum to get himself an unstoppable army agaisnt the South. It gives 2 points of damage reduction against frost, and +2 to checks against hazards related to cold and ice. Its damage is increased to 1d16 when wielded agaisnt Giants of any kind."
There may still be more to discover about the sword (like, how was it forged? who did it? what's it made of? has it took part in any other important event, like the Battle of the 3 Thrones?).
This way I try to get characters attached to the magic weapons they find. And maybe, after they use it for a long enough time, the characters themselves might be the cause for another little quality in the sword, for future adventures, or future adventurers!
(Like, if you killed the ominous green wyrm of the Dark Forest with it, it may as well be constantly covered in acid)
just the way i do it
