It's not "negated". You don't lose the FP production just because it has a stat you don't give a crap about. But no, they're not a huge deal like the Vitality one is.
As for road, that is a significant downside yes. One that's actually kinda needed for balance's sake on the Vitality one
The difference between it being a quite-focused 357%+ Efficiency Building vs 238%+ (it'll come in a tiny bit higher when I have a number for the coins it makes) (Eagle Reserve I have at 212% for the current "best all-round", factoring in road, and it's not as focused - some of its points coming from goods).
The other two trees are for-new-cities-only buildings. Not best-in-slot at anything, and probably not going to be built in many advanced cities. The probabilities allow new cities to gain large bunches of trees, while not letting advanced cities accumulate the 1 tree they want too fast.
While fragments may not be sellable, these aren't one-time things, so if you don't want the other two trees you should be able to merge and then sell them regularly so that's hardly a problem.