Which loops right back around to my point that most if not all PCs in 1e would be defined (here, anyway) as evil.
If their sole motivation is money, I find them hard to classify as "good". The problem is that we don't want to label our characters as "evil", often because we somehow see that being labelling ourselves by extension.
So can I, but in games where the xp-for-gp idea had been abandoned. (secondary side effect: dropping this idea slows level advancement to a crawl, allowing more focus on character and story rather than numbers).
I'm thinking of games where the xp remained by the book, including xp for gold. If there was any modification, it was "defeated need not mean destroyed", so a fleeing opponent, or one converted to an ally, was not lost xp. The players were more focused on playing their characters than on maximizing xp and gaining that next level, or maximizing their wealth (except for those characters for whom wealth maximization was an in-character objective, of course). There were still plenty of combat encounters, and no shortage of loot, but the xp and the gold were a consequence of playing the characters, not their primary goal.
That said, they still need money for other things not least of which is the occasional revival from death...![]()
And they weren't generally looking to live a life of poverty. But they also weren't compromising their principals when someone with a heavy purse walked by. The group I got into gaming with, anyway, were not playing D&D like a video game, looking for a high score. That meant maximizing xp, or gp, or any other in-game reward never took precedence over the characters' own goals and beliefs.
We used training (and still do); and 1e also had the idea that at "name level" (usually 9th) you could - and were sort-of expected to - build a castle/temple/stronghold/guild appropriate to class and staff it. This often cost a big pile of money to accomplish, and then proceeded to drain lesser amounts of money as time went on; rare indeed was the character who could make even the tiniest profit doing this.
We often had the vague concept of some form of stronghold/base in the future, sometimes even realized (I recall paving a trail to the castle with copper pieces at one time...), but often more a team stronghold than one per character. While it was certainly in the rules, it seemed like the big "benefit" was a bunch of low level followers that just created more costs and administration.