The players are currently involved in infiltrating a thieves' guild, doing some initial tasks for their recruiter before being admitted. I'm currently running an urban campaign set in Waterdeep that uses some aspects of Dragon Heist (initial quest, characters, etc.). TLDR: Should I use more linear dungeon/encounter design to make sure that players have the opportunity to find treasure and loot? I try to give players the freedom to do things their way but it seems like they will always take the path of least resistance and leave most of the loot behind.
Phandelver and Below: The Shattered Obelisk Mordenkainen Presents: Monsters of the Multiverse