Its hard coded into the game to do that.
I was afraid of that. I was thinking it might be easier for the user community to create useful items if items had the following configurable traits:
1: A yes/no toggle for auto-consume
2: An indicator if the girl could auto-consume from the player store (for things like Virus or Addiction Cures), in thing with this flag should check the girls personal stock first (though TBH it would be good to make these items 0% buy chance for girls).
3: A turn text script designation, so that the turn notes for a girl would be auto-populated with the script/text of your choosing.
4: A minimum threshold for item auto-consume, so for example only use Medium Healing Potion if Stat Health is between 26 and 49, and the chances it would be auto-consumed, just a percentage.
5: For permanent items with on-going effects like the rejuvenation bed you could designate the chance it would be used during any week, and then instead of a flat gained x health or what not you could say that it effects which stat and between what % points. So the rejuvenation bed could reduce tiredness by say 5-10 per turn.
I assume that most of these things are already done in some fashion, this would just allow for more user control, and less hard coding of items.