Yes.
However, not in the same way as in Civ VI.
One change I definitely want to see independent of everything else is that districts are a specialization towards a specific area, not necessary to unlock that area at all. For example, a Campus would be required to build a University, Observatory or Research Lab, but it would not be required to build a Library. Similarly, a Market, Workshop, et cetera could also be available without district.
A second change I'd appreciate is that you have to build off of the city center or existing districts, rather than the often completely disconnected districts of Civ 6 (in particular Campuses and Holy Sites suffered from this). Perhaps you could even allow an exception for, say, a Harbor when it comes to this mechanic.
Something I would love to see but am not expecting is a kind of subdivision of hexagons, where districts (but also housing) take up less than a full hexagon. My pet design concept is to divide all hexagons into triangles and count things like urban sprawl per triangle instead (also a few other features, such as terrain), but even without this you could simply give a hexagon two or three (or six) 'slots' that you can fill up with urban sprawl of various kinds. This allows you to keep the unstacked cities, which I love conceptually, while also allowing them to take up less space.
Fourth, I want to see bigger maps (maps have the same number of tiles that they've always had, but various changes to game mechanics have led to them feeling much smaller, one of these mechanics being unstacked cities) as well as a reason to actually use the space provided by such a bigger map, e.g. by placing cities further apart. Even at Civ VI levels of urban sprawl, if the default was to put 5-6 tiles between cities instead of 3-4 (meaning they'd only overlap in the third ring, if at all), the map would already feel far less crowded.
As a bonus, I'd like for Firaxis to do away with Civ VI's overly symmetrical game design, e.g. with every district having exactly three buildings inside it, and every building (and wonder) having a production cost that depends exclusively on which column of the tech tree unlocks it, without regard for it's value, flavor, or anything else. I want there to be a sense of organic-ness and slight disorder to these things, as this greatly helps immersion.