The two are intrinsically linked. When the system makes efforts to oblivizte too much of what is important to dungeon crawling it does not repair the gaps simply by changing how long a rest takes. Frustratingly is the gzxt that it's easy to undo aby bit of what you are broad brushing as "grittiness" when it's not desired but very difficult to put back when it's removed.These are not uses for gold. They are penalties for lacking gold. Gold is not a reward in this case, it is a necessity, and if the DM fails to provide it the game stalls. Which is also the case in all Gold as Xp systems where you can spend money to increase character power. It looks like a reward, but if you don't get it your power curve sags. This is really, really tricky. You want the PCs to covet gold but to do so you got to give the players incentive to get gold for their characters.
Seriously, I think Conan does this best. Gold is a mcguffin that motivates PCs, but between adventures it is all spent carousing. You play with open cards, telling the players that gold is something their characters want but that it is useless to them as players.
Of course, there are many motivations besides gold in RPGs and I prefer motivations such as personal goals, loyalty, advance in an organization and such, but for dungeon crawling gold is indeed quite a central concept.
When condidered deeper though it becomes obvious why it was removed. Removing specific elements of "grittiness" might be a big buff for some pcs but there will be other pcs who get little nothing or even harmed & they will be justified in complaining about the resulting zany no rosh super hero slog. If that consequence free twilight zone style state of glad handling removal of all hurdles is the default though it's easy to force the One True Way to stay just by dismissing anything said to the contrary because there is no alternative to point at while expressing frustration