>>96819107 (OP)
You want a truth nuke? The way to make D&D actually work is to stop treating it like a superhero game and actually engage with the questions the fiction raises, which will bring you closer to the actual intended design of the game.
You've found 5000 gold in a dungeon. How much does that weigh? How do you carry it out? Can you carry it out? What's your actually carry capacity and what are the rules for being overencumbered. Do the bookkeeping.
But more than that, what is the nature of the dungeon? Why is it there? What did it used to be? Why did monsters move in? Why hasn't anyone else cleared it out yet? Answer the questions.
Don't stop there! Your characters... Who the fuck are they? Even a level 1 fighter has some training. Who trained your fighter? Why aren't they still training? Why did they venture out while still so inexperienced? Why do they need money and what do they expect to do with it? Trained fighters are often soldiers. Was your character going to be a soldier? What army were they going to join? What Lord, if any, were they or did they swear allegiance to? Do they still serve that lord? If not, then why? What are the consequences that may come of that?
This goes for Wizards, Bards, Monks, Warlocks, Druids, and so on, also. Where did they learn to do what they do? Why aren't they still there? Are they ever going to return? Will there be trouble if they don't? Is anyone coming after them? Does anyone care? If they have a mission, what happens if they fail? Do their party members know about any of these problems?
And when they successfully return from a long question, how do they get stronger? All those spells and abilities and powers have to come from somewhere. How does your character train? Who do they learn from? If they have no one training them, can they actually learn anything on their own?
The less you handwave, the better the game gets.