There's a bit of a system behind it, meaning it involves some management.
In Fantasy Craft, coin comes in two varieties: coin in hand and stake. Stake is the amount of treasure PCs have stashed away for big purchases or emergencies, coin in hand is just that and it disappears after every adventure during Downtime based on how high a character's Prudence is. During Downtime a character is assumed to be spending away their coin in hand on things like drink, food, shelter, bribes, etc. The higher the Prudence, the more thrifty a character is and so is able to take their coin in hand and move it to the character's stake.
In Fantasy Craft big prizes (titles and favors, contacts, holdings, magic items) are not bought with coin, but with Reputation points earned through adventuring. PCs must convert Reputation points to Reknown to be able to acquiretitles and prizes (the more Renown, the more prizes PCs can have) plus PCs must spend Reputation points during Downtime to keep their Prizes so without enough Reputation points spent PCs will lose prizes including magic items.
PCs must continue adventuring just to hold on to their magic items, hold on to their castle, etc. because it is through adventuring they acquire Reputation points. All magic items have a Reputation value, as do holdings and their staff have Reputation values.
Something like this wouldn't work well in a game where magic items are necessary character power-ups. Fantasy Craft PCs are powerful enough and can hold their own without magic, but magic provides nice bonuses when you get it and keep it.
The Crafty guys used this system because it gels nicely with many literary examples. Rarely did a sword and sorcery character keep many many items their whole career, often they went through and discarded items of power through their adventures.