Akalabeth: The game is worse than that. Not only do you need to reload when he takes your money, but you need to reload when he scores the wrong attribute.
Ultima 2 is a pretty bad game overall. Worse I feel than even its predecessor. But given the changes in Ultima 3, Garriot and team obviously learned their lessons.
I actually feel that pretty much every Ultima game (except the first, for obvious reasons) has at least one particular annoying aspect that was not present in its predecessor.
I could mention, for example, Ultima 5; stat gains on level up are random, there's no other way to increase stats, and worst of all, whether you level up is random. To level up in Ultima 5 once you have enough XP, you have to rest and literally hope you get lucky.
(Other annoying aspects: U3: Having to keep track of who is carrying what. U4: Needing to mix reagents to cast spells, plus virtue grinding. U5: In addition to the level up issue, needing torches outdoors at night, and the Shadowlords appearing in town. U6: Being limited in what you can carry by weight (previous Ultimas had no such limit), and the world being a pain to navigate on foot. U7: Having to manually feed your characters, also real-time combat is not an improvement over U6's combat. SI: Excessive dialogue and cutscenes.)
TwoHandedSword: It's easy to overlook if you weren't around back then, but Garriott & Co. were not just building RPGs, but helping to define the genre. A lot of the mechanics we now take for granted were first introduced or codified in one or another Ultima game: the ability to earn or buy stat increases, a limiting mechanic such as food consumption, tying virtues to abilities, etc.
Strangely, the things you mention here don't feel like staples of the genre. Food and virtues aren't standard RPG elements (a notable exception being food in roguelikes), and stat increases usually only occur when you level up.
I also note that the food mechanics in the Ultima series don't feel like they've been well thought out; they feel like an annoyance rather than something that adds a strategic element to the gameplay. I feel the same about reagents; I personally think the series would have been better if reagents were dropped entirely or if the only reagent needed were mandrake root (and spells that don't currently require it would not require any reagents).