At the risk of sounding like a smug, pompous know-it-all--I don't want to come across that way, but
I am one so I can't always help it-- the problem with 3.X style games is that treasure is too vital to character progression to either "feel special" or leave to chance, while in 5E style games PCs outgrow having a use for it while they're still in short pants.
Old School D&D used domain/political play to keep PCs hungry for treasure... but that didn't work well for players who didn't want to engage in it, or whose classes didn't grant domains and followers. Master and Immortal play im BECMI were another good money sink... but only for those extremely high-level games that used them.
We're not poring over ledgers managing estates, handling payroll for our staff, engaging in tedious research, etc., etc. We might establish shrines and temples, bribe politicians, and certainly live large, but these things are accomplished by adventuring.
It's a tricky problem, because the kind of accounting that matters when you're wrestling elderly goblins for copper pieces to stave off starvation penalties just... isn't well-suited to being fun and satisfying when playing reindeer games.
But having that kind of world-spanning political authority and influence is an important part of making "high level D&D" work. It's hard to bend the campaign setting over your knee and give it a firm thrashing when you only have your own physical--especially
martial--body to work with, and domain/demesne play is the primary/only means by which Fighters and Thieves could keep up with (or exceed) classes with 5th level spells in that arena.
It may seem odd that PF1 remains my favorite fantasy RPG, but yeah 3E pretty much made me hate gold and magic items. Precisely the need to improve your stats and defenses which meant you often sold immediately interesting items for power ups. Magic items that do more numbers instead of cool things are terrible. One thing 5e got right.
Late 3.5 and PF1 both had solid (and multiple) systems for replacing weebles with level-based "magical" benefits. It's easier to play those games
that way than it is to adjust the gameplay assumptions of "old" or "new" D&D.
Also, +1.

I don't like late 3.X
uses per day magical items, but give me the "bat-utility belt of holding" and the alchemy jug over the
+6 belt of magnificence any/every day. And twice on Sundays.