Some of the things I cannot pick up are rolls of Eurodollars. At the start of the game I need all the money I can get! [..]
All you can do with the things you can't pick up despite them being explicitly marked as things you can pick up is ignore them. It's a bug without a workaround.
If you like, you can easily exploit one of the many broken game mechanics to obtain any amount of money you want at any point from the start of the game onwards. You can start from as little as a single can of pop (or the money to buy one from a vending machine) and turn that into millions of eurodollars. You could talk yourself into accepting it as not being an exploit on the basis that it's realistic that an item a person makes sells for more than the cost of the components. Although not that disassembling a crafted item somehow yields more components than were used to make it and yields components that weren't used in making it, which is also part of crafting in CP2077.
On my first playthrough, which was extremely focused on crafting, I made a million eurodollars solely from crafting guns close to the endgame. I'd maxed everything to do with crafting and custom equipment made by a master of the craft is expensive, so it sort of fitted. I did it as part of the roleplay. That V jacked in the enticing madness of Night City to run off with Panam and make an honest living making things. A load of money to get things started was appropriate.
There are a number of guides, but The Spiffing Brit amuses me so I'll post their one in their series of videos about perfectly balanced games with no exploits.
There used to be an infinite money exploit in CP2077 that was far sillier and far quicker. At any time, you could go to a place and get a junk item that you could sell for 4000 eurodollars. And then immediately buy it back for 5 eurodollars. And sell it again for 4000 and buy it again for 5 and sell it and buy it and sell it and buy it...that was patched out, though.