In essence whether you need transactions boils down to whether it is important that everyone can be guaranteed to agree on the values in the database at all times. For a global item attribute that is only updated when you release a new version, the answer is most likely no. When two players are actively trading items/gold, the answer is definitely yes (i.e. if one player unplugs their ethernet cable in the middle of the trade, is it important to know who ends up with the items?).
Is that truly so? I'm inclined to believe that the "eventually consistent" model that many NoSQL databases implement is mighty fine. It doesn't need to be strictly consistent at all times.
As long as "take X money from A" and "give X money to B" will happen (in exactly this manner, once, and nothing else) all is fine. Even if the overall view of the database is inconsistent for half a second, who cares? Almost certainly, the state is cached in memory on the server process anyway, it normally only ever reloads from the database when a user logs in, or after a server crash/reboot. In case the server crashes right after starting a "money transfer" type of operation, by the time it has restarted and is looking at the database again, it will be in a consistent state. If the NoSQL database crashes, it reconstructs a consistent state from the transaction log during startup.
A user unplugs his ethernet cable hoping to cheat? Well, so what. The server couldn't care less. After getting "agree on trade" from both sides and having verified that the to-be-traded gold exists at all, the server no longer cares what you do or say, it just does the requested transaction (two transactions, actually), as written down in the "contract" (= transaction log) prior to replying "Yes, OK" to both sides. The transaction log makes sure that eventually both transactions are performed (not just one).
You may or may not get the "Yes, OK" if you pulled the cable, but it's still going to happen. Am I fundamentally misunderstanding something there?
For most other stuff, even solely keeping things in memory and saving at logoff (or periodically, say every 5 mins) can be very acceptable. I've been playing games where a server could crash (as in, really did occasionally, not just in theory), and it would simply reload users from the database and reset all zones to defaults, effectively rolling back everything and anything that happened since the last save (which was... more like 15 minutes, not 5). If you killed a boss, got a nice drop, and in anticipation of the crash logged off and on again, you could consider yourself lucky. If you didn't, well, then you were somewhat less lucky.
That's not a perfect thing, sure... but I still found it quite acceptable from a player's point of view (in fact, given the long spawn times of some rares, a server crash sometimes came as a really nice surprise!).