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For example, some spells may require an item that doesn't disappear upon casting, in which case you only need one.
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that would kinda defeat the purpose of having the component
only needing one and it doesnt disappear is just like needing none
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Also, components are generally pretty light so there is no real problem with encumbrance and DC does not limit the number of items you may possess.
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well the problem here is that you eventually run into encumbrance with large amounts or at least a matter of volume, 4000 rose petals will take up some space
plus other things need to be taken into account as well someone with 4000 rose petals or 10 lbs of bat quano are going to have a hard time sneaking up on any monsters
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The components for the easier spells are quite common and can be found quite easily. The components for very rare spells may themselves be very rare, and a player may be told "this is one of only two known to be in existence" or something, so that they recognise that they will probably only be able to cast the spell once, and will be careful. You can ensure that the party will run out of components if they are not careful by having a finite number of components for some spells.
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like i said above if the component will be extremely common and neither weigh down nor encumber in any fasion the mage there is no need for the component at all
as for using the rare component to only allow one or two castings of a particular spell you could either put the spell on a scroll and make the mages unable to scribe or learn it and thus only as many copies as you put out their will exist or create a magic item out of it like the old dust of disappearance in a couple of the pools series
spell components are like food and water great concept to control a pen and paper game but i think they loose something when you try to put them in a computer rpg
sorry if i am sounding difficult im just trying to point out why i think they really dont work or if they do they dont really accomplish the intentions you might be looking for