I've argued in favor of a transmog-like system in the past, where the stats are indeed disconnected from the appearances
I'm not sure about transmogification as such... if I'm understanding the meaning of the word.
I'd rather have things in an old fashioned way that if a piece of apparel has some stats attached to it, you need to wear that piece should you want to take advantages of those stats. And that's that.
However... I'd like there to be a difference between utility, defensive and style apparel. That defensive wearables have their own function (gangwear, armorvests, padding, etc) as providing protection and perhaps some aid in where streetwise credibility is called for. Style apparel are tuxedos, suits and such that have little to no defensive capabilities (perhaps aside from some veeeery expensive special fabrics) that give you access and options in clubs and corpocenters you wouldn't otherwise have (the more style, the higher you can climb with the cigar-folk). And utility is a sort of special case you probably won't find or use much, but, for example, handyman's overalls with a toolbelt that might be of help with techie sort of stuff, or some such.
But the more important thing I'm going for is the style versus utility division. Armors are armors, suits are suits. Not both ways or with interchangeable stats. And you need to make sure you're wearing the right kind of rags for the right kind of job.
Perphaps having additional stats for the clothes for style and streetwise where the more you have streetwise the less favorably the suits or law look at you and vice versa for style. Both providing a sort of style of their own, but "style" for different folks and different purposes.
And obviously handled so that you can't carry a full wardrobe with you. That you need to make some decisions when you drop in your house.