Exactly. And what's the point of a library, if it is highly corrupted? If you want to "expand the borders", just chop/buy a settler - it's only 30s instead of 80s and it gives you 1gpt instead of costing 1gpt...
In highly corrupted cities I usually do the following:
a) build a worker every 10 turns, if the age of railway is still ahead and/or highly productive core cities can still be enlarged via worker-join. (That way "re-locating" the population from highly corrupt areas to highly productive areas.)
b) If a) no longer makes sense, irrigate and rail 3 grasslands and then have 3 citizens in the field and 3 scientist for a total of 10 beakers per turn (9 from the scientists and one beaker is always uncorrupted, no matter how far from the Palace the town is). This is called "science farms". 2 grasslands and 1 plain (with irrigation and rail) provide enough food to feed 6 citizens, so we can have 3 citizens working the tiles and 3 generating (uncorrupted!) beakers as scientists. With a food bonus like cow, wheat, deer it is sometimes even possible to have 2 farmers feeding 4 scientists.
And of course highly corrupted towns
don't get any buildings. No granary, library, market, aqueduct, nothing. They only cost maintenance and don't provide any "return on investment"...
(Of course things are different, when playing for a 100K culture victory: then every town - no matter how corrupt - gets as many culture buildings as possible. And the above also does not apply when running a Communism government.)