The big power of vineyards comes from the fact that unlike most any other variable VP, the thing that maintains deck quality is what gives you points. Buy a village, great fewer terminal collisions and no real added space in deck. Buy a smithy, great more cycling and larger hands. Buy a workshop, great I can gain more cards for the vineyards. Vineyards are the pretty much the only bloat deck that may also be able to draw through and play every card. This gives them the option of including attacks, deck inspection, draw, and everything else.
Gardens are the easiest thing - you buy junk (coppers, estates, and enabling cards) that just slows down the deck and makes it harder to purchase other stuff (estates, enabling cards, duchies, etc.).
Silk roads encourages your deck to die as you just lay on more estates (great halls, duchies, etc.). If your deck isn't dying at game end you are likely playing sub-optimally.
Fairgrounds tend to include a good bit of junk you buy just to boost their value that does precious little to keep your deck's gaining power going or increasing (e.g. buying an herbalist, pearl diver, or scout helps the deck very little, but may need to be done - let alone buying a curse). You can setup beastly amounts of draw (particularly with something like Black Market/Library/Inn), but that tends to be less common as getting duplicate power cycling/attack/draw cards tends to conflict with buying Fairgrounds or uniques.
Feoda are the most similar to vineyards in this respect - gaining silver tends to increase your buying power, allowing you to dip into duchies and provinces late game. However, these setups also tend to reduce deck cycling and limit your buying options.