Its evident you are still new, models that cost $2 are a warning sign to the customer which means either they are buying a product that will have faults or its stolen. Both of which are bad for the customer since they don't want to fix issues on a model they paid for since that's the whole point of buying the model, it needs to be complete and do what is expected of it whether that is for a render or game etc. Second if your descriptions are lacking then its suspicious and difficult to trust your Royalty Free license, since the customer is liable to be sued for any IP infringement and thus not worth $2 since that could be a $100,000+ law suit. This is just a blanket statement since the customer should do their own research regarding IP but just explaining my thoughts.
Since you are new if I were you I would do a top-down approach. Sit down for awhile and think of where you want to be in 5 years. At the end of that 5 years what should your library look like, what products are you selling, who is your target market, what is your target platform? For example I see you like medieval/ancient category, so build a palace or unique ancient structure with a lot of detail. Who is looking for this, make sure its on their radar. Can you spend 6 months building this and sell it for $500, if its in demand and has good attention to detail its not a big asking price and you will have lots of assets from that you can then sell individually or build upon for your next project shortening your time etc.
Think about your future target market, what do you want to be known for? Are you looking to target the real-time market? If so then make sure all of your models are real-time ready with Unity/Unreal assets ready to drop in and then you become 'the real-time medieval guy' for example. This is called a niche, sure you can make other stuff if you get bored (all creatives do), but keep a long term focus and it will pay off if you are consistent over time.
Being new you also have to realize that its harder for you to sell products because of your lack of awareness to the pipelines of other studios or your specific customer base. This will require you to do a lot of research in many different aspects, as per what I have mentioned above: Technical skills, Presentation, Licenses, Customer base, Target Platform(s), Target market, Demand, Category, Niche etc. Get off the tools for a couple of days per week and thoroughly write out a plan, it doesnt have to be perfect as you will work it out over the long term. But make sure you understand the top-down view of what you are doing otherwise you will inevitably go in circles.
Hope that helps in some way.