Is it possible to simply reduce the stockpiled food by the amount of food that is added each turn instead of removing it all together ?
I can't say that it isn't. I can only say that I haven't found a way to do so, such that it works properly. I must say that I didn't get to spend a whole lot of time on it last night, either.
The limitation appears to be the event hooks. There are two likely candidate event hooks, one that fires at the start of the human player's turn, and one that fires at the end of the human player's turn. The problem I face is that everything happens in an effectively atomic manner in between these two events.
So, let's say that a city is 1 surplus food from growing. I click on end turn, and immediately deduct X food from the surplus, where X was the food income for the turn I just completed. During the between turn shuffle, that annoying barb galley that was blockading the city gets bored and moves away. Food income increases by 1. At the start of the next turn, before my mod has a chance to evaluate the situation, the city has grown.
If I combined this with a notification listener that checked only for growth notification in those towns that have avoid growth checked, it might work, although you would likely see two separate notifications if a city in this condition were to attempt to grow. I shall likely need to look into this no matter which implementation method I finally settle on.
I rather suspect there is a more elegant way to do this, but I'm completely new to modding civ 5. Matter of fact, this is the very first mod I've made, other than retracing Kael's (fantastic) guide. As for wishing you can mod, don't bother. Just do it. I have never used, or even looked at a single line of Lua until civ 5 modding. Don't be intimidated, and above all else, ask questions if you get stuck. Start with small and simple, and I bet you'll be surprised by how simple it can be.
EDIT: I can remove any lingering interface concerns without too much effort. The only problem with this is that the mod will immediately lose it's entirely modular nature. By changing anything in the UI (for instance I would like to display a * as the number of turns until growth occurs, as well as display the surplus food in a different colour font), I need to change a core file. If another mod needs to make a UI alteration to that same component, suddenly these two mods do not function well together. It is unfortunately that this is how it has been implemented, but it's the nature of the beast, in so far as I know it.
That said, I will definitely be making the UI changes for my own personal playing pleasure, and the mod I publish will include them. I expect to have it completed tonight by the way. I'll post the name here once it has been completed.