I completely agree. It's not like they are mutually exclusive. A person can like both for their individual merits. It's as if the game media is attempting to fabricate a fandom rivalry.
Controversy Sells. That's true in print, electronic, or stone tablet media. When members of the Civ/Firaxis or Humankind/Amplitude developer groups come out and say they are 'gunning for' the other game, then I'll believe they are specifically competitive. In the meantime, I plan to enjoy both, just as in the past I've played Civ IV and Civ V, and Anno 1404, Patrician II, Port Royale, Settlers 6, Europas III and IV, and every historical City Builder from Caesar III on. I doubt that I'm unique in liking historically-based games, regardless of who develops them or what their specific focus is.
I read it that they just don't show you an exact number in a way to make you not be able to calculate how much more you need. The ways will probably stay the same, but f.e. you can double it by staying one more Era in a civ. Also, such a counter would run against the idea that it's not a cumulative Victory, but one where your might in a past era is enough for you to win later on. You kinda need to calculate a victor for every turn of the game and then add it up or take the average. In that way, Fame is different from Score Points in Civ. And I'm quite curious how they'll do it. Their intention is good in any case, let's see how they implement it.
Following up on above, all historically based games suffer from the Real Historical Knowledge problem: even the most ignorant of us knows some history, and therefore we have more knowledge about Consequences than the 'real' leaders did or than we should have if we are trying to 're-enact' the situation of those real leaders.
We know that building a Maginot Line when the other Civ/Faction is building Panzer Divisions is Not A Good Idea. We know that having Alexander II of Macedon as a neighbor is Not Safe. We know that those hoofed equines running around in 4000 BCE are not only good eating, they can be ridden, driven, raced and have all sorts of other Uses. The game cannot erase that knowledge unless it is marketed only to cultural and historical Illiterates, so knowledge has to be systematically Withheld in the game.
I'm fine with that in the interests of Game Play. I'd rather games were more open-ended, but that (apparently) is just Me. The idea that England/Britain in 4000 BCE will inevitably develop into a great industrial/trading/naval power regardless of other events in the in-game history bugs the *&#$% out of me. On the other hand, to build a game in which all the influences that made Britain into an Industrial/Trading/Naval power and their near-infinite interactions are present would be insanely complex (especially when multiplied by 50+ different Civilizations!) and your chance of getting exactly the right combination to build the Britain of your (historical) dreams would be tiny - and therefore, very frustrating. In this specific case, the idea that Doing X Always Gives You Z Fame Score means that the Human Gamer will always be 'cheating' after the first few plays of the game. Far better to keep the exact Results of an action variable to some degree - it will keep us all a bit more honest, and Us Historians especially so!
A last point: Negative Fame. Hasn't been mentioned, as far as I know, but there have been really Famous Events in history that were Famous Disasters. Varro, the schmuck who got himself and 3 legions massacred in Teutoburger Wald, is almost as famous as any other Roman general. Custer is one of the best-known US Army officers of the post-Civil War. Thermopolye is one of the most famous battles in Greek history, but none of the Greeks involved to the end survived it. Makes me wonder how these sorts of 'Fame' will be handled - will Fame be, like so much in Civ games, only a steadily increasing quantity, or can you Lose It. That would make a far more dynamic game but might also make a game that leads to Rage Quits
en masse after you finish your in-game equivalent of the Maginot Line . . .