I cringe when I look at a module and see all the mooks with masterwork gear and +1 items. I know if I run the module as-is, there's going to be a session in the near future that will be spent entirely on flipping through badly kept lists of gear the players found over the past few sessions, figuring out the values of everything, converting it to gold, figuring out each person's share, and then ultimately buying what they really want.
I'm curious to know how they'll fix this. Their solution (as stated in the snippet) is to cut out the middleman and award gold pieces directly.
So.
There are two ways to read that playtest snippet:
1) Gold pieces still have "game" value.
And as long as there remains some tangible "avatar empowerment" benefit that can be bought with gold, players WILL loot the bodies. They will loot the altars and the candlesticks, the statues, the tapestries, the ornate coffers, everything and anything that has a gp value and is not nailed down.
That is the nature of PCs.
If this is the case, then the snippet simply indicates that it is going to be a lot harder for PCs to transport wealth. If they can't loot a +1 dagger (2000 gp, ready to travel!) it will have to be something else.
"Don't bother looting the snake priest, guys, he won't have any magic items because he didn't need them. Here, help me get this statue onto the mule."
Treasure CAN'T be nothing but coin.
So instead of getting together once every few sessions to catalog all the +1 items you have and sell them off, you'll be cataloging a whole lot of
other stuff that has some gp value. That annoying "dividing the spoils and spending your coin" session is still going to have to take place.
2) The only other way to read that snippet is "Gold is not important anymore." That would be a HUGE departure from the core of the game.