Things can be done in many ways in ADRIFT, the easiest depends on the details of what you want to do. I guess, if you want to be able to carry a lot of band-aids, it will probably be better to only carry one dynamic object and the description of this object is something like "%ba% band-aids", which will be written as e.g. "5 band-aids" when you type inventory.
You are right that dynamic objects can only be in one location at a time and the Money System requires buyable objects to be dynamic, otherwise they can't be purchased. But you can work around this in many ways.
Some quick examples of what you can do:
1. In the money system, there is a property called "Buyable Item". If you open that property, you will see that it only appears for dynamic objects. However, you can quickly change it to "No dependent value" so it also appears for static objects. If you do this, you can purchase static objects. However, they will not be moved to your inventory when you purchase them as static objects cannot be held by characters. Instead you can override the task "purchase object" while you set %object% to the static object you want to buy. Thus, when you purchase a static object, you can move a dynamic band-aid object to the player and perhaps increase a variable which holds the number of held band-aids. The static band-aid objects can be in all locations or a location group you define yourself.
2. Though dynamic objects can only be in one location, they can be on or in static objects that are supporters or containers and such a static object can be in several rooms. Thus, if the dynamic object is in a static container that is in many rooms, the dynamic object is available in many rooms too, even though there is only one dynamic object.
These are just examples. If you are trying to achieve something but can't make it work, I recommend that you attach a small demo where you try to reproduce the problem. Sometimes when you do that, you find the solution and if not, we can look at the demo and let you know what to do.