Like others have said, it could work, if you're willing to put in the effort to disentangle the magic item economy from the rest of the economy.
It will depend on the group, though. Some players will find it frustrating. I want to know how much gold I'll get for performing this task, or how much treasure is in the dragon's hoard.
I plan on going in the opposite direction in the next campaign I run. I want to seperate the magic item economy completely (no buying, selling, or even crafting of magic items), use the inherent bonus system to make sure everyone's numbers are covered, and then make money matter more.
As the system currently exists, copper pieces are essentially meaningless. They matter for about 5 minutes during level 1, after which you might as well skip writing them down. Silver pieces have relevance for a couple of levels longer, but soon anything but vast quantities of them are simply an inconvenience rather than treasure. Often a quest takes long enough that by the time you finish it, the originally promised reward is pocket change, and almost not worth your time going back for.
I want to have a campaign where, as in some of my favourite fantasy novels, money occasionally matters. Do you take the higher paying job, and the risk that goes along with it, or settle for the safer but less rewarding one? Do you have enough spare gold to stay at the best inn, do you settle for the dive on the waterfront, or do you sleep in a stable? Can you afford next term's tuition at the academy, or are you going to have to get a loan from a loan-shark?
Maybe, once I run it, I'll find it frustrates me, or the players, or both. Still, I want to give it a shot.