I can understand the point, however I think its a difference between sim gamer and power gamer. Some people want to dominate the game, so they form A to B strategies and pursue that each time. Others like myself don't do that, and appreciate the less silly idea of researching 'weapons' instead of specific research targets. So I understand why you might not like it, but I do for this one.
End of theomni's quote
I'm not talking about a concrete, inflexible optimized build order. I'm talking about responding to the needs of your kingdom at any given time. Certainly people pursuing a specific strategy will pursue the same techs, even if they get them in slightly different order each time. But you don't have to want to "dominate the game" to simply run your kingdom well.
If your cities are at population cap, you need to expand your cap. So you need housing tech. If you get useless +mining tech instead, thats not going to meet your needs, and you are still going to simply research that category until you get housing tech.
If you're being invaded by powerful massed armies, you need massed army tech to compete. Naval tech doesn't meet your needs. Or maybe you decide you can counter them with a new trainable monster unit, so you research that tree instead. You are still going to research until you get what you need for your current situation. Your needs don't change, just because you don't get the tech you want at a given time.
There is no real randomization in any meaningful way. Only potentially frustrating delays in the deliberate pursuit of your tech. I would be in favor of a random element if it actually added anything to the game. I see no compelling argument for anything this mechanic adds other than a time sink. So I say fine. If you want techs to take longer to research, just average those extra turns into the research time as a representation of the "trial and error" involved, and let us pursue the techs we are going to research anyway, no matter how long it takes, but without the pointless "randomization" elements.
If you really wanted to add a randomization element that wasn't quite as alienating, that maybe served to limit accessibility to some of the more powerful techs in the game, it would be better to add the randomization at the *beginning* of the research selection, rather than at the end. Whatever techs appear at a given time to be researched (based on probability) are the techs you can pursue. It won't make you any happier that there is no +housing tech available to research if you need +housing tech, but at least you wont feel like you are wasting your time getting useless tech, and you can make an informed decision about researching something else that may be of use to you until +housing becomes available.