You could argue that every part of the simulation should receive similar treatment: instead of setting domestic policies on your own, you should 'cultivate' a cabinet of competent politicians, and then press the 'do policy' button, so that they can set and push for desired laws themselves. What about the economy? Simple - just cultivate a stack of intelligent ministers, who will make decisions on their own. Similarly, alliances and various dealings with other nations are to be controlled by preselected characters, with you, the player, only providing general guidance.
Because, you know, otherwise what's the point of handpicking those ministers if the player is always going to be le epic 420 Bismarck and make all the correct choices on their own? That way the whole structure can be deconstructed. I understand what they are going for, and while I think they're making a mistake, and that the game will lack a cool mechanic that it has had in the previous iterations, that's their decision to make. That said, let's not pretend this is somehow not an arbitrary(and quite radical) choice on their part, and just a natural consequence of making a game of this kind.