In Exile wrote...
From an omniscient POV protecting anything is stupid, because killing the archdemon ends the blight full stop. And you need Grey Wardens. Staying in Ferelden at all is idiotic beyond measure in the omniscient sense, because only three people in the entire country can kill the archdemon. Whereas in Orlais, you have hundreds of Wardens.
But I wanted to avoid the omniscient POV precisely because the matter is in-character.
2) Killing Loghain's guards (lol at that, btw, using them as if they're a threat) and finding the Wardens and telling them about the blight is 100% less stupid than:
a) Invading a tower filled with abominations, including a Pride abomination (who according to the codex could threaten all of Thedas)... with 4 people.
Venturing down into the heard of the deep roads, fighting hundreds of darkspawn alone... with 3 other people.
c) Fighting an army of werewolves alone... with 3 people.
You talk about things being sucidal... but the Ferelden plan is beyond stupid.
Your character doesn't know anything about either situation a),

or c) when making the decision to try to use the treaties. Only you, the player, do. When making the decision to gather the armies the option is not to invade an abomination filled tower, but to travel to the Circle tower and hope they will respect their old promises.
Ignoring the treaties and fleeing the country will most likely doom Ferelden, you said so yourself. Losing Ferelden means losing Ferelden's army, potential allies in form of the elves, dwarves and the Fereldan Circle plus Templars. As well as everything each of the possible Wardens ever possesed and everyone they ever knew.
The treaties provide an off chance to maybe stop the Darkspawn before they completely destroy your home. What would it help to leave Ferelden? Orlais and other nearby countries should begin to suspect that there is a Blight going on pretty soon, by the hordes of Fereldan refugees alone or at least after Ferelden has fallen. Your Warden has nothing to offer them to help when he arrives. He can tell the Orlesian Wardens there's a Blight going on a little sooner before they find out themselves. There is not that much special about your Warden besides the treaties and the people who accompany him.
You could even say that it's your destiny to follow the path the game takes, and your Warden only ever survived Ostagar because Flemeth knew he would and probably wouldn't have rescued him otherwise.
So it's true, you're not able to play a Warden who decides to just accept the loss of Ferelden for the chance of defeating the Darkspawn in some bigger-picture war, in which he will most likely not play a role of any significance and which will definitely leave huge parts of the world he knows and beyond in burning ruins. I guess that's something you must live with. I played some extremely different Wardens and had little problem finding a motivation for them to try to save Ferelden.