frankly the phrase "meaningful choice" is too subjective.
No, it is not. I qualified it as a choice that impacts the outcome of the game. If it doesn't matter (or very close) then it isn't a meaningful choice, and if it's something you always pick it's a false choice.
So we're looking at decisions that are sometimes optimal, where the best course of action varies depending on conditions in the game.
see a desert tile? build the Pyramids! very straight-forward logic
This is indeed what I'm arguing against, yes

. Once people took their training wheels off, the decision to build 'mids in Civ IV was costly and sometimes could set you back, but under the conditions of stone/constrained land quality would be worth attempting. A decision tree along the lines of "oh, I have a desert tile in a good city, so it's optimal to attempt 'mids in 90% or more of cases now" is a step backwards.
The goal is to make the early game less formulaic recipe based start by tying tech/wonder/specialization with the starts.
Having 1-2 options with false choice alternatives because your terrain makes your decisions for you is the exact opposite of variable strategy. You can't get more formulaic than "I have x terrain, so I should go for y wonder", and now rather than having to consider a wider space of possibilities you are constrained to the set formula with the terrain aspect.
See where I'm going? If I can't reliably build Stonehenge, and that reliability isn't limited by the AI getting 300% build bonuses over me
I doubt strongly Stonehenge in majority of games is optimal, when comparing against possible alternative wonders and no wonders. That you did it often doesn't mean it was good play, especially not in every instance you did it.
But now you don't have to consider alternative wonders, and your 50% chance of missing it is ~20% or less. Allegedly, this is allowing for more meaningful decisions, but there's no case being made that actually demonstrates more meaningful decisions.
In fact, now Stonehenge is less likely to be your suboptimal play when available, because your odds of missing it are reduced and your otherwise better alternatives are gone. In essence, the game is *easier*; you don't have to consider as many opportunity costs and what was once suboptimal play is now not only optimal, but among a smaller list of possibilities. Whereas it might have been a misplay half the times you built it previously it would only be a fraction of that with the terrain block of other wonders/lower miss chance.
A lot of times, you see comments like 'build everything on X difficulty, but don't think about getting the Library on X difficulty or above' or ' no early wonders, hit this tree, then grab that tech'
That's bog standard Civ advice
Terrain dictating your choices for you makes the game more like that, not less.
I think the question has been answered many times
That might be the belief, but I question the reasoning for that belief. I am repeatedly seeing posters claim that a reduction in possible decisions + more decisions dictated to the player for them is somehow adding impact or frequency to important decisions.
That isn't a rational position. I'm asking "how does this add meaningful decision making to the game", and the answers are along the lines of "well, you have less meaningful decisions, so you have to adapt and do closer to what the game dictates than previously". The latter is an accurate description of what the terrain limitation does, but it is irrational as an answer to my question.
You don't get more X by removing X.