Dreamora: In my infinite idiotness the question seems to be āHow can you earn money from in-game salesā and your post seems to sound like āYou canāt unless you build your own custom monetization system and handle it all yourself.ā
I personally would use tokens simply because the processor requires me to. Apart from that, pfffft⦠This is the item, this is the price, click here to buy, thanks for the payment, hereās your product⦠This mechanic suits me perfectly⦠but thatās just me. 
Take any of the Zynga games⦠from what I read they make millions from in-game transactions and advertising etc. They take payment via PayPal, though, so perhaps that is the direction to look at, but to think that one can sell virtual goods for $1billion and be told āSorry, you canāt cash in your money cause we are not in the business of loosing money. Go buy your girlfriend some virtual shoes. Iām sure youāll be able to afford 2 or 3 pairs for $1billionā ⦠that is not really inspiring to sell anything in-game, now, is it? 
Am I right in my understanding that you have not come across a company that would do your payment processing AND give payouts? I could have sworn (speaking under correction here) that DimeRocker does⦠???
From re-reading your post I think I am understanding where you are coming from and I think that perhaps this is again a confusion in terminology. It seems to me that your definition of āmonetizing a gameā means āGetting virtual currency into the game for players to useā whereas my definition of āmonetizing a gameā means āBeing able to make money through the gameā. Wether this means sponsored adds or item sales etc. If my understanding of your definition is correct then I can see your point 100% and it all makes sense, but by my definition your reply simply does not.
For that matter, let me ask this: If users who buy tokens for games pay the processor (Letās say TinyUtopia) in cold hard cash to receive virtual tokens, they spend it, they give TU more and so the cycle repeats⦠If the developer never receive ANY form of income from this virtual āmonetizationā of their game, what possible incentive could there be for developers to tell their customers to spend money on someone else?
In fact, let me go one step further and expand upon this question more clearly:
If I were to release a free game with the intention of making my money via in-game purchases, what are my options for doing so?