Without any science or wealth buildings, this is very inefficient. In order to out perform pure research/wealth worlds, you need to build carefully balanced hybrid worlds.
It's much more flexible. As the research bonuses cannot be "transformed" in manufacturing or wealth bonuses, and the wealth bonuses cannot be "transformed" in manufacturing or research bonuses, unlike the manufacturing bonuses.
The real counter-intuitive moment comes when you are getting enough bonus production from starbases that even on a pure research world you are better off using research project than the production slider, although I think with the this is much harder to do in the current build.
It's quite easy to arrive at this "counter-intuitive moment" with all the techs, starbases, research relics, ideology, etc., bonuses, even without realizing it.
Also why should it come? Why should the manufacturing bonuses act on the research, the wealth, others? For which purpose?
The Research Project can simply give "flat" bonuses, or percentage bonuses, or both, or add levels/"flat"/percentage bonuses to all the research improvements built on the planet, or a combinaison of these.
So, if the player wants/needs more research, he simply builds a research improvement, a research starbase, or/and activates the Research Project.
Simple, more intuitive, works for all conditions.
A "KISS" system ("keep it simple, stupid").
Same for the Economic Stimulus and others.
I think the ratio should be increased, but it should not be modified by your research buildings.
Why try to implement a solution that will work only in half of the cases.
It's better to solve the problem at the root.
It would not even have existed at first.