I myself do like workers. (I don't mind micro-managing.) I moved from Civ 3 to Civ 5, and one thing I missed was having a worker right from the beginning of the game. Back in Civ 3, that's how I started feeling invested in my civ, by what my workers started doing. I remember that you could mine or irrigate. That partly meant that you could even out the food and production you got from plains and grasslands. If you mined a grassland, it became 2-1; if you irrigated a plains, it became 2-1. I remember you had to have a starting water source, and then irrigated tiles had to be contiguous to that. That gave a tangible feeling that the city was growing, as a result of your efforts. The fact that you can even things out probably went a little too far, but once I got to 5, I felt limited. There was one way to improve every kind of tile and pretty much a clear best order in which to develop them. So it didn't feel too much like you were choosing. A little later in the game, you had to decide when you were better served by building roads than by building tile improvements; that added a little bit of strategic decision-making.
So if they were to bring them back, they should try to set up circumstances a little like (what I remember from) Civ 3, where they have some choice as to what they can do with at least some of the tiles (but not so much that it effectively makes your terrain inconsequential).
I was happy to see road spaghetti disappear.