No, 2e was pretty terrible about giving you a reason to really want to accumulate treasure after awhile. The fact that I never really noticed this is a combination of good DM's giving me reasons to want to have gold to spend, and DM's wanting to keep me miserably poor at all costs, lol.
For most characters, you had the simple loop of: buy necessary equipment > buy the best armor > buy a horse and maybe a cart, plus the necessary tack, barding, feed, what have you. Then maybe start sniffing around for high quality equipment (if being used in the campaign). Then almost invariably, once you had gold in the thousands, you started asking if it were possible to purchase potions or maybe even minor magic items.
Not only was the existence of magic shops rarely contested in my experience (I mean heck, in the TSR era, there were some actually canonical ones, like Chemcheaux, an extradimensional magic item chain, and of course, a cutter can always find what they need at Sigil, if they have the jink).
Granted, that's personal experience, and it's no surprise that once hordes of D&D players were using the internet, suddenly people railing about "Ye Olde Magic Item Shoppes" showed up on my radar (at the same time as the first edition of the game to make magic items standard, of course).
Even now, I'm a bit torn on the 3e-4e approach. I feel that magic items are a part of D&D, and it's good for their to be guidelines for what players can expect to have access to as opposed to not, but by the same token, magic items became less special- not for their quantity; I've played in some Forgotten Realms campaigns where you were soon dripping in magic items, but for their uniqueness. WotC decided that multifunction items should cost an arm and a leg (only relenting somewhat when the published a book on magic items later in the edition's lifespan), which meant that Rods of Lordly Might and Staves of Power were grossly overpriced to the point that you'd rather sell them (if possible) to get Greatswords +4 and Cloaks of Protection +3.
Thus there was suddenly a downside to magic item economy, and especially crafting. All the infinite money exploits inherent in the magic system went from being "cute, but not really relevant" to suddenly game breaking! And this led to the downfall of thievery, I feel, as suddenly, the DM was cautioned to absolutely not ever let players exceed the wealth by level guidelines, for fear of their game imploding!
If you can't be any more successful as a thief than as an adventurer, why be a thief?