Darvond: Literal: The giant spider you stabbed to death dropped a literal pouch of 30 gold coins.
Inferred value: The 30 gold isn't literal, but rather the exchange value of what parts of the spider could be sold in exchange.
Barter Goods: The spider drops venom glands, which you can trade for gold. (They also have additional uses.)
Inexplicable goods: The spider has dropped a wand, which none of your characters can use, but it can be sold for 30 gold.
You are putting way too much thought into this.
If I get a rusty broadsword, a ruby ring and 30 gold coins out of a dead giant spider - I simply take these things and don't waste any further thoughts on it.
It's just the way it is - does it have to be "realistic"?
No, of course not - nothing about a game with giant spiders is realistic, so why should this aspect in particular be?
But - if you're so keen on giving thoughts to such things: why not simply expand your way of thinking and understand it this way:
the stuff you find after killing that giant spider was not literally coming from that spider, but was lying around in the immediate area around the spider.
And you were only able to retrieve it, after you defeated the spider.
Another, way more glaring question to me, would be:
why doesn't weigh gold anything in most games?
Only very few games apply weight to their currency
(no matter the material).
Therefore, you can carry around amounts of gold, that no man would ever be able to carry.
Definitely not without getting massively hampered in walking/running speeds and/or combat.
Edit: I forget to add...
there are basically two systems when it comes to how gold as a gratification in games gets handled:
1) the instant gratification - giant spider drop 30 gold coins, instantly available to spend
2) the delayed gratification - giant spider can get "plundered" for stuff that can be sold for 30 gold coins.
That way, you first have to find a dealer to sell the stuff to, to get your gold.
Of course, in many
(most?) games that also means having less empty space available in your inventory for "more important things", until you sell the spider stuff.
And we all know, that can mean having to make the decision, to either drop the spider stuff to get some better piece of weapon/armor, etc - and therefore forfeit the 30 gold coins you could get by selling the stuff - or to keep the spider stuff for the prospect of getting 30 gold coins in the future, but for the price of having to forfeit that better weapon/armor.
So, which way a game goes for its gratification system, can vastly change the way you
(have to) play a game.