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Using
Setting different year for each era ( early med era = 1 ; high med era = 2 ; late med era = 3) solved the issue, the command didn't came back true anymore and upon entering each era, the activity costs did increase accordingly.
However, I don't know if this changes could have any other effects on the mod/game.
However thx to Tioyo, his little tweak makes things go back to normal. Not sure if there's some other issues that I haven't noticed yet, but so far so good
The problem is that at setup the cultural era is determined during year 0 and before innovations are loaded, which means every culture starts with 100% of it's 0 civil and military innovations unlocked which immediately moves the culture to the Early Medieval era , which then chains into High and Late , if they have the same date for the same reason. Setting the starting year of Early Medieval to 1 fixes this (and the other eras can also be set to 1 because Early not being unlocked means they don't get checked again until after the innovations are loaded and the game has a proper year.
I have a mod that's basically identical to this one in function and I just checked
trigger culture = { has_cultural_era_or_later = culture_era_late_medieval }
and can confirm that as long as Tribal is 0 and others are 1, that that check behaves correctly in both 867 / 1066 (I used the Greeks who are Tribal in 867 and Early Medieval in 1066 and the full set of eras tested properly in both )