You may not feel Sid Meier produces good games. But his financial success suggests you are incorrect to assert he is not good at his profession.
I have no quarrel with shallow mass-market games, after all my first example is
Super Mario, which is a really shallow, mass-market game.
But Civilization V is not just
shallower than Civilization IV, it's also
boring, which brings the problem to a whole new level.
Also, I didn't mind Civ: Revolution because it wasn't a real Civilization game. And it didn't pretend to be. It was something else, being aimed at a different, broader publicum.
I understand that every company needs to make a profit out of what it does, but you don't need to split the customer population before the game is purchased, you can also do it
within the game. World of Warcraft is a perfect example of this (raider vs. casual), as is Modern Warfare (single player vs. multiplayer).
It wouldn't be unheard of to implement additional features for "advanced players" in games. Civilization V could've been a really easy-to-learn game by removing world wonders or policies, just to add these features in "advanced mode". It isn't unheard of because at least four of these types of options were already available in Civilization IV: no tech trading, no espionage, no permanent pacts, no vassal states. You could easily "dumb down" your game. Why Firaxis didn't pursue this logic I don't know. Start with minimum effort (just basic mechanics, combat) and then enable adding unit upgrades, social policies, wonders, research agreements or whatever.
So, instead of making basically two games at price of one, we got two half-games (not really first-timer friendly, not really hardcore-friendly).