In my games, Adventurers are made of different stuff than the normies, transcending the physical benefits or drawbacks of a population within a social class, such as improved vigor or vulnerability to disease. As for social advantages or penalties, I'd rather just handle it on a case-by-case basis.
To me, it feels like one of those areas where additional structure will constrain game play rather than support it. Living a squalid lifestyle, for instance, should not impose social penalties when interacting with other squalid lifestyle NPCs. Background elements matter, too. An urchin paying for a comfortable lifestyle could be seen as forgetting where she came from, and a noble living a comfortable lifestyle could be seen as slumming it by his peers. How about character aptitudes? Is a druid who has never paid a penny for food or shelter in his life, sleeps in the woods, and has a pleasant earthy aroma about him, is this druid truly a wretch? Trying to capture all these parameters in a system that is consistent with 5e's design philosophy seems untenable to me.
That doesn't mean you can't or shouldn't respond to social cues based on PC lifestyles, I just think you'll be better off keeping it loose rather than codifying the effects of their choices.