I'll be honest.
I don't believe that you actually believe that. I don't think anyone remotely familiar with RPGs could believe that, even if they had never even heard of 4e. I think you're engaged in a light form of trolling where you take maximalist positions on subjects where you might otherwise have reasonable points, but where you enjoy the fight that results.
Given the very limited space in the PHB, if the designers felt a need to add two paragraphs on Why Selling Rituals Won't Work and then call it out in a sidebar box, I'm tempted to assume they thought it was important.
4e is the first version of D&D (at least of the "AD&D" line) where the only real limit on making magic items is money. It takes very little time, no XP, and no investment of scarce character resources (Feats). Given that (and given that, as noted above, there's almost no problem in D&D (any version) which CAN'T be solved by throwing money at it), it seems to me that any marginally savvy group of players will realize they can get the money they need to solve their problems by going into the magic item business. It's fast, it's easy, and they can do it without "gimping" their characters or needing to wait a level to take the right feats. Thus, the economic rules were written to basically make it impossible for PCs to turn a profit from magic item manufacture, because there's no "in world" reason. (1e/2e -- took forever and a day, 3e -- took XP and feats)
The rule serves the purpose of keeping adventurers focused on looting tombs and despoiling nations as a means of raising money. It's just (to my mind) a particularly clumsy way to achieve that goal.