So no, that would defeat the point of this. If perverse incentives are not removed, they will pervert things.
You can get the same items via play, but there's a thriving real-money market around them, with items ranging from cents to hundreds of dollars.
IAP isn't the enemy; shitty games that exist solely to make money are the enemy.
They encouraged people to do certain things to generate snow globes, and made it possible for some people to stockpile them in advance. Then with about 24 hours notice, they announced that all snow globes were going to be permanently removed from users' inventories, which drove the steam marketplace price of snowglobes up dramatically as people went about trading them to try and complete sets of snowglobes. When they finally got killed some of them were trading for as much as $5 USD each.
All this for cards that literally don't do anything: The only use was to collect a set of 12, which would give you a chance at a random item from a list of utterly worthless decorative goodies (the list had a FEW good, valuable items on it, but only a few), mostly from games nobody plays.
[1]: http://www.theverge.com/gaming/2014/1/16/5316248/on-average-...
Exactly right. IAP has absolutely enabled really, really bad behavior, but it's not the cause any more than the existence cars is the cause of automobile accidents. One facilitates but does not imply the other.
There's still problems with it, but I like it better than most pay-to-win shit.