You might as well have titled the poll, "Have you stopped beating your workers?" because it appears designed to get the answer/total the OP wants regardless of any opinions actually indicated by the audience.
For that reason, I won't vote in the silly poll.
But I will comment on 'workers' as separate units. This, is, from first to last and always, a Game Mechanic to simulate all the various construction and upkeep roles of the general population, and so they were always artificial units representing a wildly variable set of circumstances and capabilities in each Civ, as different as the forced unskilled/semi-skilled labor required of Chinese peasants by most of the Dynasties to the individual actions of professional road-building/construction companies in Europe and America in the 19th and 20th centuries.
Consequently, ANY OTHER system that simulates the same construction/reconstruction/maintenance work within the Civ and does not require the gamer to unnecessarily micromanage every construction project is superior to worker units.
The catch is that each one of us has a different definition of 'unnecessary micromanagement'.
The other 'catch' is that the current game, Civ VII, drastically curtails what the 'worker system' (abstracted as it is in this rendition of the game) is allowed to do. As posted, you cannot remove forests (even though deforestation was almost universal among urban civilizations) or change wetlands into drylands or vice-versa (draining marshes, irrigating, etc) or create canals around river obstacles (extending Navigable Rivers, a process started in Egypt around 2400 BCE) or any of the other myriad 'engineering' projects that marked virtually every Empire in history - including building roads exactly where you wanted them, a characteristic of the Roman, Persian, Chinese Empires and even non-Imperial groups like the Gaulic Celts, whose roads were taken over practically without any changes by the Romans right up to the end of the western Roman empire.
So the current 'implicit' construction system in the game, simulating without Worker units, is also grossly inadequate to properly model everything an Empire wants (or is able) to do, but the problems with it would not be corrected by reverting to separate Worker units: those problems require a re-thinking of the relationship between the gamer and the map throughout the game's Ages.