Alright, you mentioned several things.
The thing I want to say is, even though there are some things about a UI where you can objectively say what is better and what is worse, that's not true for all things. I haven't done any hard counting or anything, but the fact of the matter is, I like the Civ VI UI. A lot. And I often feel like the anti-UI people aren't willing to acknowledge that, to some people, the UI is actually fine.
I acknowledge that some people believe the UI is fine and consider that an obvious part of the problem. It's why I call this a doormat market. People accept grossly inadequate standards for no clear reason, and this doesn't happen in most other game genres.
This game's UI adds hours per game in rote inputs. That's measured reality. It's no more "gameplay" than spinning your chair 180 and drumming your hands on the wall for 2-3 minutes each turn before turning back around again to play. I don't care if a subset of the population is perfectly fine staring at a wall, it's still not good gameplay because you don't need a game to do nothing.
Lying UI and hiding the rules are similarly unambiguously terrible. I've even seen design videos talking about "valid" reasoning for the latter (hiding core gameplay rules like how war weariness works). I hold their dishonesty in disdain.
In most game genres, if you want to constrain anticipation about what the game rules allow in the future, you can find the information documented for you. Often right in the game. When the UI indicates something will happen, it not happening is considered a significant bug. Information presented by the game is internally consistent. In most game genres, trash like unit cycling is not "fixed" by giving people the option to play without the feature and refusing to fix the feature.
Every genre has bad games. Very few have doormat market properties where the biggest market share competitors put a comically terrible effort into end user experience to the point where games made before 1995 have better conventions for moving/controlling units, a more consistently accurate AI, and a faster hotkey layout.
Though notably, even back then, Civ was not one of the games that did this. People figured out how to implement things like limited stacking, queues, and waypoints over 20 years ago. Competent teams have done so ever since. Why doesn't Firaxis bother? Doormat market.