That is true Jun. Items are a nice find and upgrade.
I never have an issue spending money though. I tend to have characters invest buying a tavern, refurbishing the ruined castle in Phandalin, hiring mercenaries to keep the countryside safe so the goblins can't regroup and screw with caravans again.
I'm going to echo this. In every long running campaign I've run, one of the goals for the PCs was to establish a base of operations, which usually happened through gifted lands (albeit in monster infested territory... to provide a reason to give the gift, and a reason for the PCs to be the people it was gifted too), titles, and even the ability, through the lands, to raise a steady income. Sort of like the Kingmaker adventure path. In those games, 10,000 gp could disappear overnight to building costs, renovation costs, purchasing seed for farmers if their fields were burned by bandits, etcetera.
As to "whacky" magic items... I think those definitely make the flavor of the game more intriguing, but, I would offer one small word of caution on a world where the only magic items are of the "whacky" variety. The problem with that is experimentation. It takes experimentation to create items with varied and unusual abilities, and before anyone could become good enough to create items like that, they almost HAD to start with simple magical infusions, i.e. that +1 sword, or shield or breastplate. So, while it might be more cool to find those strange and rare magic items, in a world where they exist, those more "simple" magic items would also HAVE to exist as well, and, probably be much more common purely by product of design experimentation. Ergo, don't be surprised if the first few magic items you find are, in fact, those boring +1 items. :)
Lastly, Jun, I really appreciate the idea of magic items being a "half-level" gift at those mid tier levels where it can take quite some time in game to level. I'll hold on to that advice. :)