I don't always pay the highest price, but I do consistently buy from my own region as long as a product is available in my region. That's the whole appeal of a lack of region locking: As long as you're okay with the likelihood of a game not being properly localized, you can just buy the game and still enjoy it in the event that it doesn't get (or isn't yet) released in your region. For example, back when it was unclear if Puyo Puyo Tetris would even come to the U.S., I imported a physical copy of the Xbox One version. Likewise, when it wasn't clear if the Switch demo would be released in the U.S. eShop, I used a Japanese account to download and try the demo for the game to ensure that performance was okay. I ended up purchasing the digital Switch version when it came to the U.S. eShop, though, and I even purchased a physical Switch and PlayStation version. The primary interest behind a lack of region locking is that you can play games that wouldn't (yet) be available to you; it's not so you can exploit different regions' pricing to save some money. Frankly, if you're concerned with that, then I'm baffled as to why you'd make a Nintendo system your go-to system for third-party software (aside from the portability factor).
I pay what the game is worth to me. If that means waiting for a sale, then I do that. As others have since mentioned, the other problem with this is that other regions' pricing can suffer as a result of exploiting something like this. Publishers release games in other regions at lower prices (or higher prices) because they take into consideration sales expectations for other regions and can kind of subsidize the pricing between regions to make it more worthwhile overall for them.
Also, as I stated before, it's likely with some products that you could screw yourself out of future releases. Not that it'll happen here, but publisher who releases a lesser-known game that flops in your own region and seems to be very popular in another region due to an exploit like this could get the wrong impression and maybe not release or localize a follow-up for your region later on, instead choosing to focus on the region where it actually sold, potentially even not bothering with English language support as a means of cutting cost to appeal to the region in which they have to sell the game at a lower cost, anyway. It potentially affects different regions for different reasons.