That's because usually in a TBS game, defending units are bad. Particularly units defending space that isn't a city. It's too easy for attacking forces to simply go around any defense that isn't a city garrison. Forts in particular are lousy for that reason, there's almost never a reason to attack one.
ZoC mechanics make those defenses and defensive buildings useful, because an attacker simply can't walk right by them.
Not sure what you mean by defending units are bad? Typically defending units are pretty good and they benefit even more from city garrisons. If you mean the player is using weaker units to defend their city and relying on the defense bonuses then that's more the player's choice then the game issue. Often range units like archers get a larger bonus then being out in the open but that's only natural as they have cover so they don't get mowed down in hand to hand. I think you'd need to cite specific examples as bad balance is not really an excuse for adding a poor mechanic.
So far I haven't really seen ZoC matter that much in games that it's been in. It's often still easy to simply find a route around the ZoC so that it's little more then a minor annoyance. In the end it often does little other the exploit weak AI which isn't smart enough to figure a way around. So the AI is forced to attack as intended by the ZoC but in MP most other players simply go around.
And Defensive buildings are useful. If your enemy chooses to ignore the force you park there you can then use it to flank them. I know in Civ I often build a fort near the front line of a hostile nation. That way I can park a good size stack of units there. If we do go to war and their attacking force ignores the fort which they often do I have most of those units head into their territory and either begin pillaging or sacking less defending cities. I often have enough defenses of my own on the front line cities they attack that I don't need to recall the fort units.
In some cases though I use the fort units as flanking positions with the fast moving Calvary to hit the weakened enemy forces after their failed siege. Or hit small groups of straggler units that they are trying to move up to the front line which is sieging my city. The point is that I use forts as they have typically been used which is more as staging points then as a means of actually blocking enemy advancement. Capturing forts was often key because armies didn't want to get flanked while retreating like I do with my calvary after units fail in a siege and are retreating. They also needed a place to rest if they did fall back which is also what I use it for so my forces can heal up without needing to go all the way back to my cities which could be 6+ or so turns round trip.
Yes I know Calvary aren't a "defense" unit but the point is your suppose to have a mix. It's suppose to a game like paper, rock, scissors. And complaining that your rock keeps getting surrounded by paper doesn't help the argument it's not balanced. Especially since most units like catapults, cannons, and such that are good at sieging tend to be really slow in most TBS games.
If your in such a bad position that you can't strike back at the enemy at all then your just like some of the countries in the past who had to fortify themselves in their castles while raids pillaged their lands and then wait for them to leave. And just like in RL history your defensive army is stuck holding it's position. You need to either wait till they weaken themselves from sieging or bring a force to meet them on the field of battle to prevent them from pillaging your land.