Which is exactly why I hate the espionage system so much. All you can do is sit back and hope luck favors you, and if you're unlucky, the ball will roll and you'll get less and less chance to stop it, and there's nothing you can do about it. That's some great gameplay right there.
Is it all that different when you go into combat, you are expected to destroy your enemy, but the unit survives, ends up killing YOUR unit, and you get pushed back. If you're unlucky, the ball will roll and you have fewer and fewer units to stop it.
Religion is pretty well exactly the same, getting huge amounts of faith (and its worse on faster speeds) by luck. I do believe on quick I got a pantheon once 2nd turn by meeting Vatican City.
My religion was enhanced before more than 2 other religions (on a huge map) could be founded, and 2 civs without a pantheon founded a religion due to that luck.
If you just happen to land in a poor production area, you can't easily build troops or settlers to reach richer lands, making production snowball in the same way, as well.
At least with espionage you can do a lot in your own lands to stop the enemy from stealing techs, and the AI doesn't know how to target different cities, making it even easier to stop them.
It doesn't snowball too badly, it missing out doesn't hurt you all that much if you can't get much out of espionage. I'd agree with apocalypse105 in that if a spy has a chance of dying, they should get promoted for success, though, so long as CS coup chances are properly balanced so that you can't get 10 less influence and coup with a good chance, just for a spy promotion.