I’ve finished both Kingmaker and Wrath and completed the management of both
Care to elaborate then on what specifically you don't like about these systems?
Pointing out the entirety of their flaws would take a review-length post, but suffice it to say I struggle to see anything redeemable in either of them - they are both simpler than phonegames and just as easy. Who wants to play a worse and more simplistic version of HoMM's least interesting element - its combat? What about "buildings" that have no tangible effect (in fact, playing in Hard-mode, you should probably build as few as possible) and shuffling around cards with no effect on the game world makes you feel like you're managing a kingdom - and more poignantly: what on earth about it is fun? Just compare both systems with the rest of these game's gameplay; actually fun and incredibly deep system interaction vs. pure, uninspired busywork with obvios design limitations.
Wrath is way worse though, because whereas Kingmaker has unique throneroom scenes which can be excellent and can have impact in the actual game world (though all too rarely), Wrath's throneroom scenes are all cut from identical, cookie-cutter cloth and can't even fool you into believing your choices have impact beyond the minigame itself. In other words, the only part of the management that actually makes you feel like you have fun managing, they systemized into death.
The kingdom management I've liked has been in games that showed you the impact of your decisions and focused on them - rather than having number go up, which is always an afterbirth of an afterthought. I'm sure there's a way to include a succesful management minigame - after all, we know from Arcomage that minigames don't have to be useless - but I wouldn't know how. I'm not a game designer.
What I do know is that Arcomage is one hundred times the game any Owlcat minigame will ever be - because it's designed to be a good game first and foremost.
I understand people who don't want to bother with management in general and that's okay.
I think I have something like 300 hours in Rimworld and I'd wager twice as much in Dungeon Keeper.
I'm playing the M&M5.5 mod as we speak.
But you say it's terrible which implies you might like it if it is improved/changed somehow?
There's no way a studio like Owlcat could ever make a succesful HoMM-clone AND a massive single player RPG with the budget they have. The proof is in the pudding.
The card game had a fighting chance if they had connected it more to the game world and made it more about choices and what kind of kingdom you wanted to run than about the fairly poor stat management-like they ended up making.
For all the resources they put into these things, I think I would have felt more like a king/a crusade general if there had been four meaningful throne room scenes more replacing the entire mini games.