The goal with an AI-based opponent in video games is not to create an opponent that can always beat you. That part is a great challenge to be sure, but for video gaming what you want is opponents that seem human, both in their unpredictability and adaptability, but also ability to mess up and make mistakes and not always win.
Aside from childish intentional game-throwing, which we probably don't want the AI to model, most humans will at least broadly try to win, and be some combination of unhappy/complaining/adjusting when they lose.
The "fun" AI, as Soren called them, role played in a way that most humans would not be happy to do, because it reliably loses the game. Even players that allegedly don't care for conquest or optimizing tend to complain when they consistently losing while trying to do what they want.
Presumably, the game is good because its mechanics lead to interesting choices when trying to win. When this isn't happening, it's an indictment on the game's designed mechanics. You can only somewhat patch over that hole with a plaster of suboptimal AI. "Our alternative strategies are only viable when opponents aren't trying" isn't a convincing position for those alternative strategies being something other than a false choice/challenge run.
I suspect a compromise of a limited number of units per tile (but a fair bit greater than 1) would work a lot better than 1upt, as well as opening up options for some combined arms strategy. At the very least it would effectively increase the amount of "space" for units and reduce the congestion issue.
Alternative would be to simply increase number of tiles/space between cities. We're far enough into 64 bit times now that this could probably be accomplished. Though Firaxis' performance optimizations might not be able to handle it, there's no reason in principle you couldn't have 1000's of tiles running fine, especially with fewer cities/tile per rules.
Ranged being very strong in 1UPT is an issue Firaxies has yet to fully solve, in general. Ranged was used throughout history for good reason, but its balance compared to melee is clearly too strong in Civ 5/6.
Movement in 1UPT is still awful though, would be nice to find a compromise there with UI so shifting fronts isn't a chore.
I think Civ abandoned stacks of doom because they wanted to make individual units more important, so the player has use to them intelligently through interesting decisions, rather than just flood the map.
Players got away with this while playing vs the AI, but every single Civ game has punished "flooding the map" to differing degrees. Investment into more units than you need + margin of safety means you are leaving other productive outputs (science, gold, etc) on the table and either slowing down your win or letting other opponents close the gap. If you really want to see this taken to its logical extreme, read up some of the team competition threads where each team plays the same map. Particularly the ahead-of-time micro planning for unit production, which units, where they will go, and when. Even in SoD era, if you have opponents doing that while you try to just flood with units, you will lose and lose badly. Both in time rush against AI, and in direct combat vs such a player/team.
And their micro conclusion isn't just "build the same unit a lot", there is at least some deliberation of what to produce and in what ratios in a lot of cases.
Yes? Range and melee/cavalry dominate the early to mid game phase. In fact, sometimes people build almost exlusively ranged units. And that's because of 1 UPT.
Range, melee, and cavalry are three different unit classes, and in the early game siege doesn't exist as a combat unit (just support) until catapults.
There are reasons people don't build siege units much, but that's partly because they don't offer much for the space they potentially take up. Now, they do offer something - they let you maximise the use of a single tile in combat.
The alternative would be to make siege do what they did historically: strike cities from ranges they could not trivially return fire. Though it's also worth noting that IRL siege units pre-cannon weren't nearly as common as we'd expect based on Civ, and a pretty common way to take a city was to starve it out (can't do that at all in Civ).
Anyway, going from "never build this" to "always build this because it's the only thing that can fill a slot" does not increase meaningful choices in the game.
You can let your 1 UPT cavalry run deep into enemy territory. It could still work, but you could also run into an enemy combined-arms stack, which will be more effective than your unsupported cavalry in a straight-up fight.
That doesn't lead to more decisions in combat?
In Civ 6, the cavalry will tend to just die to city wall shots, even with some pillaging.
And no, you do not get more decisions. Every tile would have the same combinations of units. Even in your quotes, you're saying "almost always" wrt unit construction, which implies that right now, there are exceptions. If each unit type has one slot per province, then lack of production is literally the only thing that would make you even consider any configuration aside from "everything in each tile". Civ 6 combat isn't exactly a deep tactical experience, but IMO it offers more than that right now, and so did Civ 4.