Role of gold in late game

Apologies if this has been covered elsewhere, I'm a relative noob in the forums...
With around 150 hours under my belt on the game, I've completed all the main tavern quests, nearly all the puzzles, the first triple quest, all the silver challenges, and working in to the gold challenges soon.
I can already see once I have finished all these tasks, I'll start doing silly things that other perfectionists do, like getting rainbow borders on all the dungeons, and trying to top the daily charts.
One thing that I've noticed is the changing role of gold. In the early bit of learning the game and unlocking stuff, gold was an interesting resource constraint. It forced you to make some choices about what to unlock, and encouraged you to think carefully before over-spending on dungeon prep.
Now, with most content unlocked and a certain confidence in my understanding and skill in the game, gold is a whole lot less interesting at the kingdom level. It doesn't operate anymore to force interesting choices, since everything is unlocked. Every once in a while you get a very expensive, tiny incremental bonus (+1 gold for adventurers). But all that gold scarcity (again at kingdom level, not in individual dungeon runs) does now is prevent you from experimenting and doing multiple gold-intensive runs on hard things, like rat king in VGT or whatnot.
So instead of being an interesting kind of scarcity, gold is now an annoying kind of scarcity that might force you to do boring runs to generate gold.
I wonder whether a solution would be to have an ultimate "sandbox mode" unlock, where you no longer have to pay gold for dungeon prep, but also can't take any gold out of dungeons. Within a dungeon, of course normal gold rules would apply.
Maybe this is a toggle that could show up in Bezar... sort of like him underwriting the cost of adventures, on a 100% contingency recovery basis! This would allow advanced players to focus solely on their insane completionist goals without worrying about kingdom finances.
The unlock should be available once a player finishes all quests, puzzles, challenges, and triple challenges, and has unlocked all content in the encyclopedia thing.
With around 150 hours under my belt on the game, I've completed all the main tavern quests, nearly all the puzzles, the first triple quest, all the silver challenges, and working in to the gold challenges soon.
I can already see once I have finished all these tasks, I'll start doing silly things that other perfectionists do, like getting rainbow borders on all the dungeons, and trying to top the daily charts.
One thing that I've noticed is the changing role of gold. In the early bit of learning the game and unlocking stuff, gold was an interesting resource constraint. It forced you to make some choices about what to unlock, and encouraged you to think carefully before over-spending on dungeon prep.
Now, with most content unlocked and a certain confidence in my understanding and skill in the game, gold is a whole lot less interesting at the kingdom level. It doesn't operate anymore to force interesting choices, since everything is unlocked. Every once in a while you get a very expensive, tiny incremental bonus (+1 gold for adventurers). But all that gold scarcity (again at kingdom level, not in individual dungeon runs) does now is prevent you from experimenting and doing multiple gold-intensive runs on hard things, like rat king in VGT or whatnot.
So instead of being an interesting kind of scarcity, gold is now an annoying kind of scarcity that might force you to do boring runs to generate gold.
I wonder whether a solution would be to have an ultimate "sandbox mode" unlock, where you no longer have to pay gold for dungeon prep, but also can't take any gold out of dungeons. Within a dungeon, of course normal gold rules would apply.
Maybe this is a toggle that could show up in Bezar... sort of like him underwriting the cost of adventures, on a 100% contingency recovery basis! This would allow advanced players to focus solely on their insane completionist goals without worrying about kingdom finances.
The unlock should be available once a player finishes all quests, puzzles, challenges, and triple challenges, and has unlocked all content in the encyclopedia thing.