I concur, and I also accidentally wrote a bunch of text but I can't remember who specifically i addressed it to.
I think that a big part in giving consequences for your actions are implementing authority sub entities within civilizations, which would basically be "the guard" or whatever of a city, consisting of the garrison of the town and guards patrolling and reporting information to the main body with more efficiency than a rumor, and to give them responsibility to act on outstanding information of criminals or suspicious activity that their entity receives (unless the individual has a strong conflict of interest).
Perhaps to help them communicate a significant incident (say, an adventurer or a group of bandits slaughtering people in a portion of city that they have at least some influence (so for instance, not so much in slums or etc.)) there could be bell towers or pyres that at a nearby guard's request (or at the discretion of the one stationed atop it) would ring for high alert in that portion of the city, drawing the ire of roaming guards, possibly some from the garrison, and maybe even from a nearby army if they're stationed relatively close or are otherwise moving through their city (though hostile armies would treat this alert differently).
For all this also need guard as an actual position, rather than just military units with higher propensity with violence, and they should actually communicate with each other (again, with higher impact than rumors) about immediate events and convene with the aforementioned sub-entity for long term information (such as concerns of invasions, gangs, or criminals), and actively intervene when they think a crime is being committed.
Granted, with all that, we'd then need a system for explaining ourselves to guards beyond just surrendering, and before even that units need to be given the capability to incapacitate (or rather the direction for that), and the ability to effectively detain people, which need jails to be implemented...
To say the least, DF's future requires a LOT of coexisting systems to be made one at a time so we don't muddle things up with placeholder features. The game just can't be made "good" in one development cycle. If anything, the main excitement for this release is the potential for these features to interact with others, as well as seeing this game come together, piece by piece.
Honestly, if you think the game is no longer fun, you're still free to grab an earlier version and mess around with that, as you clearly had higher expectations from somewhere, right?