Anything that's completely out of the player's ability to affect or repair is not a fun feature.
There are a lot of ways to counteract the effects of inflation. Indeed, just that fact that cities grow larger means that over time you have more people providing income - which counteracts inflation. Only an empire that has grown to maximum population will fail to benefit from this mostly passive counteraction to the effects of inflation.
If you need more brawny superunits, pull that science slider back from 100%.
Doesn't that method also work as a means of coping with inflation?
Inflation is indeed a silly mechanic that does nothing more than, as said, offset the fact that a warrior and a carrier has the same upkeep cost.
Although inflation does serve that purpose, I think that it serves another "more important" purpose. Inflation and city maintenance both exist to kill the viability of the
Infinite City Sprawl strategy, which Sid Meier has been trying to get rid of ever since it first saw use. City maintenance strains your economy based on the number of cities you have, which penalizes you for increasing the number of cities you control without also increasing the economic output of your empire to match. Inflation demands that your economy continue to grow throughout the game, which is more of a penalty for a civ that has a lower "maximum" economy. Both of those factors cause stress for any civ as time goes by, but they are absolutely devastating for the
Infinite City Sprawl strategy because it relies on massive numbers of closely-spaced cities, which because of their tight proximity have a lower maximum population.
ICS is already slightly more viable in FfH2 because of the ability of Law mana nodes to accumulate in countering city maintenance. Removing inflation might be enough to make
ICS practical again. I suppose whether that is a good or a bad thing depends on your opinion of
ICS. Personally, I'm glad it's dead and I'd rather not see it resurrected.