The average land baron also typically stays in one spot and just sits there getting rich by sitting there making money off his land. Your usual adventurers don't start out with a house, servant and bank account.
Game economics are different from real world economics. No one used gold coins for the most basic transactions in the real world, Gold was worth far too much, copper and silver coins were used for smaller purchases, then later came paper money. Things also cost less than what you pay in games because in the real world your primary income isn't from wandering into a cave and wandering out with a huge sack of gold coins that more than pays for any expenses you incurred fetching it.
Trying to model game economics on real-world ones seems like a silly idea.
Really? Then why was the defense of Spain against the Dervish and the Crusades a giant land grab by Norman, Germanic and Norwegian barons? Why did wealthy land owners on the American east coast take part in the Westward expansion and rail road development?
Owning land does not enslave you to it.
Also, don't tell developers they can't base the economy off a realistic model. You would have to throw out almost every modern game that
uses some form of currency over the last 10 years. I'm not sure what's difficult to understand about not starting with those things and working your way up. Of course, I thought it was absolutely obvious that I meant a ladder system over starting with those things. Since, you know, you tend to start with a little bit less money and purchasing power too. Those two things seem to have some correlation in an RPG

.
I completely disagree. Giving the player the choice to go rogue or become part of the game world is a great way to add intrinsic and extrinsic rewards. It also adds more play time per developer hour than a standard campaign. This is why so many RPG games have been implementing it.
Maybe my brain just hasn't woken up yet, but I don't know what you're trying to say, or why weighted money has anything to do with it.
That's fine. The developers understand it, and that's all that matters.