I'm assuming we're only talking about the subset of games that go that long. In that case, still no.
T3 governments all offer 2 big perk each, and some pretty attractive unique policies. When you jump to a T4 government, you now get an extra slot, but have to use that slot if you want to slot the legacy policy of the perk you left behind! The other perk and the unique poilcy options are just lost entirely. Instead, you get some less useful perks and a weakness that would be big but probably is irrelevant to your victory condition if you picked it.
+2 amenities in all cities and lots of extra culture is nice, but not actually relevant to CV. A war-wager might want it to fight weariness + prevent CV, but the penalty makes that a no-go even if Fascism didn't already do it better.
+3 power in all cities is sort of a joke because T3 buildings are a joke, and going green doesn't matter. +30% production towards city projects is great, except Communism and Democracy already have comparably amazing production boosts. Stacking ten +8 prod international trade routes on your spaceport town is usually going to be way more than 30%... At least -10% tourism doesn't matter in the slightest.
+10% production for Commerical Hubs and Encampments is completely a joke--even worse than ST for SV, and far worse than Facism for units. Bonus resources--but only for resources you are already getting--is a total snooze. And -10% science? Gee, where do I sign.
Soapbox: The T4 experimental governments should be experiemental--radical untested solutions for the problems mankind faces in our future, with tempting and dramatic advantages at the cost of drawbacks humanity has never had to face before. Players need to be able to both build infrastructure agaisnt these drawbacks, and exploit them in opponents that dare use these bold governments.
(I'll reuse the names, because I think their 3 picks were actually spot-on.)
Digital Democracy: Govenors only take 1 turn to establish. Cities gain a bonus +10% Science, Culture, and Tourism per Happiness. Cities only have a maximum of 80 loyalty. Doubles diplomatic CO2 penalities.
Synthetic Technocracy: Nuclear Reactors do not age. Cities gain a bonus +4% Production and Tourism per power consumed. -5 Amenities in cities without full power. Doubles diplomatic CO2 penalities.
Corporate Libertarianism: Doubles trade route yields and speed. Doubles luxury and strategic resources collected. Cannot Counterspy. Doubles diplomatic CO2 penalities.
So DD becomes really great for tall-ish super happy civs, but you better have your internal loyalty pressure on lock and watch out for Russian spies spreading fake news amidst your populist masses so over patriotic loyalty.
ST is the all-purpose production king for tall cities, but your tech utopia depends on its infrastructure and will fall apart in 5 nanoseconds if your grid lacks the redundancies to handle natural disasters or spies.
CL is good for wider play with lots of routes and diversified Spy targets. Your enemies might loot half your stuff, but you're making so much money that who cares? You'll steal it back anyway, and call it Globalism.
For extra fun, these bonuses synergizes really well (but in different ways!) with the T3 Legacy Policies. So, Democracy -> ST (insane ally trade routes) is very mechanically different from Communism -> ST (insane super-tall cities).