I'd say crafting makes more sense in many games than a pure currency system in that it just makes more sense. For instance, it would be much more odd to find cash on a dead animal, than skins that can be tanned into leather and later fashioned into armor.
Also, crafting, when properly implemented, can make you feel like you're taking advantage of the resources around you - it's for example mildly annoying, when I kill a heavily armored shooter goon #721 and then the corpse just lies there in its high tech armor, that obviously has been designed to provide a battlefield advantage and has not been completely destroyed. If there's no in-game explanation for this, it kind of bugs me that I can't at least strip some easily accessed elements for either repurposing or sale.
Of course, the article raises a valid point about giving players the ability to use a money based economy system instead of crafting - it hardly makes sense for a traveling warrior, for example, to take time to learn tanning. If he procures hides from dead prey, it'd be far more reasonable to sell them to the local merchants or leatherworkers. The two possible explanations I see here are firstly, the point mentioned in the article, that crafting (at least in games where player isn'tbeing urged to specialize) promotes more diverse gameplay and secondly, crafting system allows for rare crafting drops, meaning your wizard won't get a useless +10 McGuffin sword but will instead score a magical +10 McGuffin, that he can craft into a +10 McGuffin staff. So, loot tailored for the occasion, I guess.
All that, of course, doesn't mean I consider the recent ubiquity of crafting to be a beneficial thing - I love my crafting, but I love it done right and it can be hard to get it to work as it should, not to mention it works in some genres better than in others.
Overall, I wouldn't worry if that's not your thing. Right now, crafting and overall "RPGisation" seem to be the dominant fads, but so was, at one point, having multiple lives, often lasting just one hit each. Or medkit pickups in shooters. Stuff like that still shows up every now and again, don't get me wrong, but definitely not that often. Honestly, I'm tempted to launch into a lenghty rant about them newfangled games with no definitive failure state and regenerating health... And the damn kids won't get off my lawn...