The published modules (which are just about all full-campaign adventure paths) don't go in for downtime as an element of play at all; the table - be it the players, DM, or both - has to force it in somehow.
And spending money is very much a downtime activity.
Other than xp-for-gp (the advancement rate in the WotC editions is already way too fast!) that's a lot of "add in"s; and while I could do them I'd prefer they be done in the official rules such that everyone can see - and thus have cause to at least give these things some thought, even if by individual choice they don't get featured in every campaign.
Agreed. 3e went way overboard on this.
Pendulum swung too far the other way, I think.
That came from DMs and players reading rules that said a class could do something as implying other classes could not, rather than the (I think intended) idea that anyone can still try this but this class is much better at it.
To a point I agree, but even a fighter can get its AC from bracers and dex rather than clanky armour, and thus be at least somewhat quiet. A true heist-based campaign (like, say, trying to roleplay something akin to the Gentlemen Bastards series) would require some serious pruning of the spell lists, however.
It comes down to the game assuming the only roleplayed activity happens in the field, and that downtime is irrelevant. Fine for hard-line APs, not so great for anything bigger.