I was going to post this same issue. All you have to do is put everything that they can trade on the table, set up the necessary credits per turn in exchange... accept the trade, declare war... And you win. This isn't an issue in single player since I just don't do it.
A suggestion for a partial fix is that the credits per turn be capped in some way by actual max income (i.e., if 100% economy produces 500 credits per turn, that is the most you can offer in trade) and that the AI be less willing to trust credit per turn trades depending on their relationship to you (i.e., the less they like you, the less they trust you to repay credit per turn deals).
I'm not sure if these two suggestions would completely eliminate the exploit, but I think they would help it become less game breaking.