In terms of the 1st edition treasure questions, I think that the issue with the amount of gold, etc in the dungeons was a matter of how treasure impacted XP in that edition (I was a younger player and never actually a DM during my 1st edition days, so I forget the exact ratio, but wasn't about half a character's XP suppose to come from bringing treasure back from the wilds – hence why even magic items had XP awards attached to them in addition to their powers?)
In 5e, beyond even the matter of economy (AD&D didn't have a 3.x-style magic-item economy either, the downtime mechanics being similar to 5e's), I'd guess that the difference in gold accrued and spent is that difference in XP being gained from gold vs from monster/other threats/roleplay and situations. If you're using the gold as XP fodder, I'd say feel free to reduce the amount of it and other basic treasure (even beyond reducing magic treasure) so as to not overwhelm the players: yes, they don't need to take the entire hoard, but it sucks to defeat the monster and then not be able to bring home the reward because it's all in non-portable forms (which would have made it hard to accrue like that at first).
My suggestion, to fill up the space with treasure in lieu of more gold? Look at the trade goods section in the PHB: giant and humanoid raiders or evil slavers are unlikely to getting lots of coin from the common folks that they're raiding from, but their dungeons could easily be full of barrels of salt and preserved meats, spools of trade fabrics, even pens of livestock rustled in the night. That stuff is literally good as gold in this edition, designed to be portable by wagon (versus a wagon full of heavy metals), and can even be led – in the case of livestock – out under its own power.