Fixed it.
Please don't pretend to be a spokesperson for the gestalt D&D community, and pretty please don't ping my notifications over it.
Every edition of D&D has -- in the PHB, DMG, and MM -- focused on rewarding players with treasure in the form of gold and magic items. Indeed, early on, gold and magic items along with defeating monsters was the
de jure method for earning experience points to advance your character. The reason the XP tables got so huge at high level was not because the levels were supposed to take so long. It was assumed you were finding a ton of treasure at higher levels. Every adventure ever published has included gold and magic items as a reward. There are spells, skills, and entire chapters of the DMG devoted just to rewards, gold, and experience. Most DMGs have as a large portion of the book devoted to magic item rewards that the PHB devotes to spells.
As far as prisoner management, I cannot think of any adventure -- even those where you have to capture an NPC -- where the focus of the adventure was, "What do you do when you have to manage prisoners?" Indeed, the
entire challenge of scenarios where you're intended to capture a target results from the fact that almost all the rules and effects of the game are designed to be lethal. That's why the answer the PCs come up with is almost always, "we blindfold and gag them and bind them with rope," for long-term capture. That's the only solution PCs are likely to have that lasts more than about 10 minutes.
Given that this has been a pretty steady state of affairs across all of D&D as well as every other RPG -- both tabletop and computerized -- either 40 years have gone by where no professional game designer in the either industry noticed the lack of this apparently vital game design space, or,
yes,
most players are interested in adventures where they find treasure and magic items instead of adventures where they find prisoners to manage.