While my first reaction to this was precisely the encampment based 'support' measure, I will point out that while this was present in Civ5, that entry had a much more practical limit of our militaries- upkeep. Units were not nearly as expensive as they can become now (a missile cruiser didn't cost no 8 gpt, kids) and had a varying cost between 0.5 to ~6-7 gold per unit per turn depending on how long the game has gone and how many units you owned. But gold was much,
much more scarce. You simply could not field large armies without either a lot of cities developed with trading posts, or more pointedly in the early game, a lot of international trade routes. Which, if you went to war, you would lose by default or could lose via plunder. I think the upgrade question is tied to both poor balance on the numbers but also a symptom of the gold economy in Civ6.
Gold as a tile yield is about 2:1 for production when it appears. Purchasing is, as pointed out, about 4:1, with upgrades being absurdly cheap around 1.5:1 without the card. But we have a ton more gold than production to begin with, so even these ratios aren't exactly holding firm (if you're generating gold

rod in every game at 5:1, then a 4:1 ratio for purchasing is 'cheap' but 6:1 would be 'expensive.') In Civ5, all 3 gold buildings ended up netting you +6 gold and +75% gold to that city (About 10gpt per city inherently.) Maintenance on buildings was also pretty expensive- the barracks and armory would cost you 1+1, a workshop would eat up another 2, a library and university (supremely important) was yet another 3- you got nickel and dime'd pretty fast. So you had to have luxury tiles, trade routes, road networks, etc, to fund any sort of military. The net of this is that having a reduced gpt means that your gold balance - what you use to actually pay for upgrades- is also much constrained. Plus, civ5 used an upgrade formula roughly 2*(upgraded unit prod - old unit prod) +10, or about 2:1.
Civ6 obviously, as others have pointed out here, inundates any players following the 'get a trade route for every city' strategy with a flood of gold. Which is not inherently bad, but gold costs may need to be inflated to account for it. I actually think they tried to account for it a little in removing the trading post as a basic tile improvement that yields gold. But the fact that approximately no one uses anything but internal routes on harder difficulties, and still has no gold problems, should point to an overabundance.
Now, the economics set aside for a moment- I really think the intention of making unit upgrading so easy was to ensure that the AI could always have a modern military. Many players experience fighting an AI with obsolete units, but this has more to do with a disparity in science than a gold shortfall. I've long thought about making a very in depth quantitative post about why unit upgrading is brokenly strong, and why professional army is absurd, but you fanatics seem to have already beat that dead horse. The big thing around gold upgrading that production hard building doesn't allow is location; you can upgrade on any allied tile, so the unit is where you need it, rather than at an encampment far away. And upgrading is instant, building takes turns. This distinction would matter if gold was scarce. But gold isn't scarce, so upgrading is the default move. The upgrade scheme also confers an advantage of efficiency: you're only paying the base cost of a unit once.
An example: units range in cost by about 10x over the eras. (many unit lines go from about 65 to 650 ancient to information, dig up one of my posts about it.) A heavy chariot costs 65, modern armor runs 680. Let's say you build 10 H Chariots as your defense force for the game. You're in 650 production. Upgrading them to modern armor will eventually require ~10 units*0.75*(680-65) gold, or 4600 gold. Question: is this a lot? (You'll get similar numbers for melee line units.)
Over the course of the game, no. This is a pretty tiny amount.
I actually miss the very strategic gold game play of Civ 5 where managing your gold income was extremely important, maybe as much as your science. I'm not sure it's good that gold is acting like faith: a bonus yield that is in practice only positive, and we spend our ever growing pile of on "boosts" for our empire, like buildings, units, great people, etc. I think it should be more of a knife edge- an empire with strong gold income isn't the default, it's something you have to sacrifice other areas for. In exchange, you can afford to rush buy or upgrade what you want. Besides, ambitious generals among us could always visit some rich, unprotected cities to relieve them of their plunder...