Consider Markets. When you first get Currency, they may only give 0-1

, and most of your cities are earning so little that you only gain a little

. 150 hammers is perhaps 20-25% of what an empire-conquering army costs at that point in the game, or ~50% of what settling and developing a new city in empty lands costs.
Later in the game, they'll likely give 2-4

. Those added citizens are more productive due to later techs and better improvements. Markets will give more gold, due to better wealth-generating cities. 150 hammers is 2-4% of what an empire-conquering SoD will cost, and there aren't any empty lands to settle.
Similar but less strong reasoning applies to Aqueducts and Colosseums (late-game with factories, forges, and power plants, they can become more practical projects). Religious temples are strong enough they don't deserve to be on this list at all (cultural victories which
don't build temples are extraordinarily rare). Religious monasteries are situational, but high-research Bureaucracy capitals (for example) can definitely benefit from them. Or if AP, UoS, Sistine, or Spiral Minaret are boosting them...