I would suggest that at the end of the day - its all about what the dev team is going for.
I will tell you now, this game as it is crafted is not going to be a 9/10 game. Its good. I love this universe and the flexibility and the level of customization in creating the game experience you want (shaping the galaxy, win conditions, races, etc.)
Reviewers are not hard core 4x GC players. They have to look through the lens of general accessibility as well as the deeper mechanics over a dozen or two dozen hours if you are really lucky as a developer or have a particularly dedicated review outlet. They will call this too much management and it will end up a 7/10 or 8/10 if the combat gets better and/or the reviewer persists some games into mid/late game experiences.
As a someone who used to be seriously deep in 4x but then had kids and is more casual about gaming - GC4 is just not as satisfying an experience. It takes longer to get through the initial careful management and burning lots of quick turns to get to the fun.
And the AI in the early game can be REALLY frustrating. With a galaxy allegedly setup to provide some spacing to other races, right out of the gate in the period of the first 10 turns, AI took down a scout when I found them for the first time and two turns later took out my colony ship before I had any of the tech - let alone the construction capacity - to get something else in space with guns on it.
And that was with EVERY AI player on easy!
With the buy a governor mechanic, I like the mechanic of stats influence to deepen planet production but might suggest paying for a governor on every single planet you found is overly burdensome. Why not a governor per sector? Or star system? The way it is now, it feels like two colony ships at the start are absolutely useless if I have to burn 600 of my starting 1000 credits just to buy up a couple of people to make the planets marginally useful.