For the spread of crops, plant/animal resources, technologies, I've been toying with the idea of basing your ability to develop and use any of these 'new things' on Projects.
Something like this: a Trading Partner has Cattle which he trades to you. Having already researched Animal Husbandry, you can set one city to a Project of Breed Cattle. After X turns, depending on how many Resources are required, you have Cattle as a Domestic Resource, and on the proper terrain (grasslands for Cattle) you can build pastures anywhere in your territory and fill them with Cattle as part of the building process, and get all the bonuses from them.
Already have the Agriculture tech, and the same thing can be done for any Plant Resource.
The limitation to covering your entire territory with Bonus Resources is that each Project takes time to complete and every subsequent Project in that category takes a progressively higher amount of time and resources. And since each resource requires a specific type of terrain, and some of those terrain types will have minerals on them you cannot move, you will be hard pressed to develop Projects for every type of resource you require at all times and still have any Production left for anything else.
Something similar could be used for Tech developments. Get the basic Tech, either through Trade or Research, but require a Project to develop specific applications of that Tech.
For example, Wheel is a basic tech. T hat could come with Production bonuses because you can more easily transport Bulk Resources around, maybe an increase in city radius from wheeled carts and roads, etc. To get a spoked wheel Chariot (which IRL took about 1500 years from the basic solid wheel) requires a Project. Naval Architecture might be another basic tech, that allows you to build Triremes as a basic Melee naval unit. But an additional Project allows you to develop that into the Quinquereme, a powerful Ranged naval unit.
So far just thoughts, but the result, applied comprehensively, would be that even a Linear Tech Tree with as few Techs as Civ VI (which has appreciably fewer Techs than Civ III, IV or V or Humankind) when the Techs are combined with various Projects, would not necessarily develop in a Linear fashion for your specific Civ in a given game. In each game you might actually have to make decisions on what to Research or what Project to apply that are appropriate to you and your in-game situation and needs.