Monty Haul feel for me is when the players spend more time managing the influx of treasure than adventuring.
"You kill the kobold, in the sack the poor beast was carrying was a +5 sword, 2 rubies, 2100 gold coins..."
However, if the players are being effective at capturing benefits of encounters that were unplanned (such as capturing, rather than sinking, an opponent's ship - then selling the ship as a prize), then more power to them - that kind of insight should be rewarded as a benefit; and it will be a short one in general, as the expected wealth increases fairly fast. They may even end up, briefly, at several times the expected wealth.
Let them have fun with it, get overconfident, and then have fun with them.
If, as DM, you feel that the characters are too wealthy relative to the campaign for their level, you can alway move into "non-treasure encounters" - have them spend time fighting things that don't keep treasure (dinosaurs anyone?).