No, not alone here. Despite all it's shortcomings and weaknesses - I think city states is actually the thing I hate most in V. It's just ridiculous and immersion breaking to have two different sets of state like entities that have different game rules applied and behave totally differently. If states stay small it should be because they have bad strategies or bad land and ressources or because someone else is bigger and better, not because they have some artificial city state rules to follow preventing growth and expansion for no logical reason at all. My fist victory in V was a cheap and cheesy let's but all the city states diplomatic victory - and it felt sooooo pointless.
Yes. I've just been re-reading various critiques of Civ5 - Sulla's, of course, being the most devastating, I hadn't read his last one where he abandons the game completely - and city states get a lot of stick, it's just that the best and most righteous wrath is reserved for 1upt. Just the stupid diplo victory alone (should be called 'bribery victory') is enough for me to hate them.
But much as you say, there's something fundamentally wrong about the idea which irritates me. I always thought that a basic aspect of 4X game design was that the overall game economy should be self-contained as much as possible. Sure you can have one-off random events, goodie huts etc, but mostly the game should be out-front and clear about where the various inputs of gold, hammers, food are coming from. That, in turn, empowers the player to understand and intervene in the game economy. In Civ4 even the barbs obey economic rules, even if they do spawn magically when you're not looking.
But CSs might as well be space aliens with little encampments where they teleport in goodies for the local tribesmen - cargo cult stuff. (Perhaps they're just conducting a fiendish experiment.)
The same magical philosophy informs the ghastly 'natural' wonders too. Not a bad idea in themselves, SMACX used unique natural features quite well, but in Civ5 often hugely OP, even gamebreaking. And when it comes to cheesy fantasy elements like the Fountain of Youth - well that's just out of context for a baseline Civ game. (I've nothing against seeing such a thing in a fantasy game context, but in that case the overall game design would, I hope, reflect its fantasy premises.)
This is what I constantly hear: SoD is so unrealistic. But if we have a look at history of warfare, it's been SoD for most part of human history. Alexanders Persia / India campain for example is 100% SoD. Same with Spanish conquest of the Aztecs or Napoleons march to Moskow. The first time we ever saw fixed fronts dividing continents comparable to what V does with 1UPT was in the 20th century...
And they didn't hold.
I know I'm just repeating what many others have said, but what we're seeing in Civ5 is a complete failure by the designers to distinguish between tactics, strategy, grand strategy and logistics. (Or even to acknowledge the last one.) The result is nothing more than a broken tactical game, and one that just can't be fixed because the computational issues that traffic management alone poses are going to be beyond the resources of any games house on the planet.
(I agree that SoD is indeed more realistic, but not in its implementation. More logistics would help - what about supply trains just as one example? Keeping a big army in the field does cost in Civ4. But in RL, even if you could afford such an army, there was a limit to your campaigning in that, as animal-drawn supply trains go beyond a certain length, they consume all of the very resources they are meant to be carrying. Yes, you can live off the land, but only till you've stripped it bare. The same applies to armoured warfare, except there it's POL rather than hay.
Anyway, the point is that the challenge should have been to reform the SoD system but without making the game turgid. Which is a challenge. Abolishing it completely was not the answer.)