The short answer: Hell no.
A longer one: As I said on another topic, I generally like things to make sense, magic systems that stand scrutiny, potions that work with regeneration instead of instant or near-instant effects and may also have negative side-effects, training through use instead of levels or skill points, effective attribute and skill levels dropping proportionally with damage taken (remember Betrayal at Krondor, anyone?), damage areas and effects for each (crawl about if legs trashed, dead if head or torso trashed even if limbs unscathed so overall HP wouldn't be 0...) and so on, but when it comes to the inventory, don't limit me!
Would quite prefer, if not no limits whatsoever a la Gothic, then something like I remember seeing in a game called Evil Islands: Curse of the Lost Soul (nice crafting system there too, by the way), where only the weight of the equipped gear counted, inventory was treated as if stored elsewhere... Unfortunately, there it was REALLY treated as if stored elsewhere and you could only access it at shops, that was a pain, so don't "compensate" like that. Just let people carry whatever they can find, with, as I said, at most just limits on what they can equip. Making money have weight goes in the exact opposite direction of this.
As for the advantage the player who's a thorough explorer, skilled fighter, good planner and frugal with potions and so on gets, well, said player SHOULD get that advantage thank you very much!
No clue what I finished DD with, must have been tons I reckon... I remember finishing Icewind Dale 2 with over a million gold.