I've been thinking about this alot lately and kinda hoping they might do something about road sprawl. Few points I'd like to make.
1. Graphics changes cannot fix road sprawl. You could have minor roads fade into the background and just have arteries between cities being prominently visible, but the problem there is you'll have to squint to see which tiles have roads when you aren't on the major arteries. That's unacceptable. There simply isn't any way to have sprawl that is both useful and good-looking. You can only have one or the other.
2. It isn't totally aesthetic, but it is a subjective preference. Having only a few roads will make roads more strategic and allow paratroopers, bombing runs, sabotage, and so on more interesting. You'll have to think more about where you build them. Some people will find this adds depth to the game; others will find it a burden and a headache. They'll be annoyed that their units don't move about as efficiently over long distances, they'll resent having to do more planning of their infrastructure.
3. Whether it's less or more realistic is sort of ... whatever way you want to look at it. Depends on the abstract sense of scale. That map of the interstates is indeed spaghetti-like but if the game map were just the US, there would really only be connections between cities, not in every tile. At that scale there is alot of space that wouldn't have interstate highway running through it. If it were global scale, then yes, it would be sprawl. You could argue either way on the realism aspect, but sprawl probably has a slight edge - at least in the modern age, anyway.
I'm kinda glad about it. I hate sprawl. Both for aesthetic and gameplay reasons. But I can see why lots of people don't see it as a problem.
As far as what I gather from the solution they seem to be applying, it doesn't seem that roadbuilding is truly penalized unless you are excessive. There are apparently costs depending on how much road you build, which is a penalty, but you also get "economic benefits" from linking cities by road, so I imagine if you are sparing, the net result is likely profitable rather than an expense. I would guess that you only lose money if you go crazy building roads.
As far as the reduction in bonuses for going through a resource tile, I imagine you still need to connect the resources. Maybe you want to go beside the resource rather than right through it . . . this makes sense - you might run an interstate somewhere in the general vicinity of an important oilfield or coal belt, but probably not right through it. Smaller roads can be assumed to connect it to the main route.